00001 ;******************************************************************************* 00002 ;* * 00003 ;* S T A R R A I D E R S * 00004 ;* * 00005 ;* for the Atari 8-bit Home Computer System * 00006 ;* * 00007 ;* Reverse-engineered and documented assembly language source code * 00008 ;* * 00009 ;* by * 00010 ;* * 00011 ;* Lorenz Wiest * 00012 ;* * 00013 ;* (lo.wiest(at)web.de) * 00014 ;* * 00015 ;* First Release * 00016 ;* 22-SEP-2015 * 00017 ;* * 00018 ;* Last Update * 00019 ;* 15-MAR-2016 * 00020 ;* * 00021 ;* STAR RAIDERS was created by Douglas Neubauer * 00022 ;* STAR RAIDERS was published by Atari Inc. * 00023 ;* * 00024 ;******************************************************************************* 00025 00026 ; I wrote this document out of my own curiosity. When STAR RAIDERS was released 00027 ; in 1979 it became the killer app for the Atari 8-bit Home Computer System. 00028 ; Since then I have always been wondering what made it tick and how its (at that 00029 ; time) spectacular 3D graphics worked, especially the rotating star field. 00030 ; Impressed by "The Atari BASIC Source Book" I decided to reverse-engineer the 00031 ; STAR RAIDERS 8KB ROM cartridge to recreate a fully documented assembly 00032 ; language source code file. I had no access to the original source code, so the 00033 ; only way to succeed was a combination of educated guesses, trial-and-error, 00034 ; and patience. Eventually, I made it. 00035 ; 00036 ; Essential in preparing this document were three programs I wrote: 00037 ; 00038 ; (1) A 6502-cross-assembler based on the syntax of the MAC/65 assembler for the 00039 ; Atari 8-bit Home Computer System to create the binary file that I verified 00040 ; against the binary of the original ROM cartridge. 00041 ; 00042 ; (2) A text formatter to layout the source code file with its copious comment 00043 ; sections. This was a big time saver, because as the documentation grew the 00044 ; source code had to be reformatted over and over again. 00045 ; 00046 ; (3) A symbol checker to verify that the ubiquitous symbol-value pairs in the 00047 ; documentation match the corresponding symbol values produced by the 00048 ; assembler. 00049 ; 00050 ; This assembly language source code file is compatible with the MAC/65 00051 ; assembler for the Atari 8-bit Home Computer System. I was able to assemble it 00052 ; on an emulated Atari running MAC/65, producing the identical binary of the ROM 00053 ; cartridge. 00054 ; 00055 ; Your feedback is welcome! Send feedback to lo.wiest(at)web.de. 00056 ; 00057 ; Enjoy! -- Lorenz 00058 00059 ;******************************************************************************* 00060 ;* * 00061 ;* N O T A T I O N * 00062 ;* * 00063 ;******************************************************************************* 00064 00065 ; BITS AND BYTES 00066 ; 00067 ; o A "byte" consists of 8 bits. They are numbered B7..0. Bit B0 is the least 00068 ; significant bit. 00069 ; 00070 ; o A "word" consists of 16 bits. They are numbered B15..B0. Bit B0 is the 00071 ; least significant bit. A word is stored in low-order then high-order byte 00072 ; order. 00073 ; 00074 ; o The high-order byte ("high byte") of a word consists of bits B15..8 of the 00075 ; word. 00076 ; 00077 ; o The low-order byte ("low byte") of a word consists of bits B7..0 of the 00078 ; word. 00079 ; 00080 ; NUMBERS 00081 ; 00082 ; o The dollar sign ($) prefixes hexadecimal numbers. 00083 ; Example: $101 is the decimal number 257. 00084 ; 00085 ; o The percent sign (%) prefixes binary numbers. 00086 ; Example: %101 is the decimal number 5. 00087 ; 00088 ; o The asterisk (*) is a wildcard character for a single hexadecimal or 00089 ; binary digit. 00090 ; Example: $0*00 is a placeholder for the numbers $0000, $0100, ..., $0F00. 00091 ; 00092 ; o The lowercase R (r) is a wildcard character for a single random 00093 ; hexadecimal or binary digit. The random digit r is chosen by a random 00094 ; number generator. 00095 ; Example: %00r0 is a placeholder for the numbers %0000 or %0010. 00096 ; 00097 ; OPERATORS 00098 ; 00099 ; o The exclamation mark (!) is the binary OR operator. 00100 ; Example: $01!$02 is $03. 00101 ; 00102 ; o The less-than sign (<) indicates bits B7..0 of a word. 00103 ; Example: <$1234 is $34. 00104 ; 00105 ; o The greater-than sign (>) indicates bits B15..8 of a word. 00106 ; Example: >$1234 is $12. 00107 ; 00108 ; o A pair of brackets ([]) groups mathematical expressions. 00109 ; Example: [3-1]*4 is 8. 00110 ; 00111 ; ASSEMBLY LANGUAGE 00112 ; 00113 ; o The uppercase A (A) indicates the accumulator register of the 6502 CPU. 00114 ; 00115 ; o The uppercase X (X) indicates the X register of the 6502 CPU. 00116 ; 00117 ; o The uppercase Y (Y) indicates the Y register of the 6502 CPU. 00118 ; 00119 ; o The prefix uppercase L and dot (L.) indicates a local variable, a memory 00120 ; location used temporarily in a subroutine. 00121 ; 00122 ; PSEUDO-FUNCTIONS 00123 ; 00124 ; o The function ABS() returns the absolute value of . 00125 ; Example: ABS(3) returns 3. 00126 ; Example: ABS(-3) returns 3. 00127 ; 00128 ; o The function RND(..) returns a random integer in 00129 ; ... 00130 ; Example: RND(3..5) returns a random number out of 3, 4, or 5. 00131 ; 00132 ; o The function MAX(,) returns the larger number of and 00133 ; . 00134 ; Example: MAX(2,4) returns 4. 00135 ; 00136 ; VECTORS 00137 ; 00138 ; o The lowercase X (x) indicates the x-axis of the 3D coordinate system. 00139 ; 00140 ; o The lowercase Y (y) indicates the y-axis of the 3D coordinate system. 00141 ; 00142 ; o The lowercase Z (z) indicates the z-axis of the 3D coordinate system. 00143 ; 00144 ; o Components of a position vector (called "coordinates") have the arbitrary 00145 ; unit ("kilometers"). 00146 ; 00147 ; o Components of a velocity vector have the arbitrary unit 00148 ; ("kilometers per hour"). 00149 ; 00150 ; o A positive component of a position vector (coordinate) in hexadecimal 00151 ; notation is written in the form +$ . is an unsigned 00152 ; integer value. 00153 ; Example: The starbase is +$1000 (or 4096) ahead of our starship. 00154 ; 00155 ; o A negative component of a position vector (coordinate) in hexadecimal 00156 ; notation is written in the form -($) . is an unsigned 00157 ; integer value. To calculate the actual bit pattern of this coordinate 00158 ; value compute the two's-complement of . See also "ON POSITION 00159 ; VECTORS". 00160 ; Example: The starbase is -($1000) (or -4096) behind our starship. 00161 ; 00162 ; o An absolute component of a position vector (coordinate) in hexadecimal 00163 ; notation is written in the form $ . is an unsigned 00164 ; integer value. 00165 ; Example: The Zylon fighter fires when it is closer than $1000 (or 4096) 00166 ; . 00167 ; 00168 ; DISPLAY LIST 00169 ; 00170 ; o The following notation is used for Display List instructions: 00171 ; 00172 ; BLK = Display blank video lines ( in 1..8) 00173 ; GR1 = Display one GRAPHICS 1 row of 20 text characters 00174 ; GR2 = Display one GRAPHICS 2 row of 20 text characters 00175 ; GR7 = Display one GRAPHICS 7 row of 160 pixels 00176 ; DLI = Trigger a Display List Interrupt 00177 ; ... @ = Point to screen memory at address 00178 ; JMP @ = Jump to next Display List instruction at address 00179 ; WAITJMP @ = Wait for vertical blank phase, then jump to next 00180 ; Display List instruction at address 00181 ; 00182 ; MISCELLANEOUS 00183 ; 00184 ; o Probabilities are written in the form % (:). 00186 ; Example: The probability to throw the number 3 with a die is 16% (1:6). 00187 ; 00188 ; o A "game loop iteration" (or "game loop") is a single execution of the game 00189 ; loop, the main program of the game. 00190 ; 00191 ; o A "TICK" is the time span it takes to update the TV screen (1/60 s on an 00192 ; NTSC TV system, 1/50 s on a PAL TV system). 00193 ; 00194 ; o A pair of braces ({}) encloses color names. 00195 ; Example: {BLACK} 00196 ; 00197 ; o A pair of parentheses enclosing a question mark ((?)) indicates code that 00198 ; is not well understood. 00199 ; 00200 ; o A pair of parentheses enclosing an exclamation mark ((!)) indicates a 00201 ; potential bug. 00202 00203 ;******************************************************************************* 00204 ;* * 00205 ;* O V E R V I E W * 00206 ;* * 00207 ;******************************************************************************* 00208 00209 ; ON POSITION VECTORS 00210 ; 00211 ; The program uses a 3D coordinate system with the position of our starship at 00212 ; its center and the following coordinate axes: 00213 ; 00214 ; o The x-axis points to the right. 00215 ; o The y-axis points up. 00216 ; o The z-axis points in flight direction. 00217 ; 00218 ; By the way, this is called a "left-handed" coordinate system. 00219 ; 00220 ; The locations of all space objects (Zylon ships, meteors, photon torpedoes, 00221 ; starbase, transfer vessel, Hyperwarp Target Marker, stars, and explosion 00222 ; fragments) are described by a "position vector". 00223 ; 00224 ; A "position vector" is composed of an x, y, and z component. The values of the 00225 ; position vector components are called the x, y, and z "coordinates". They have 00226 ; the arbitrary unit . 00227 ; 00228 ; Each coordinate is a signed 17-bit integer number, which fits into 3 bytes: 00229 ; 00230 ; Sign Mantissa 00231 ; B16 B15...B8 B7....B0 00232 ; | | | | | 00233 ; 0000000* ******** ******** 00234 ; 00235 ; o B16 contains the sign bit. Used values are: 00236 ; 1 -> Positive sign 00237 ; 0 -> Negative sign 00238 ; o B15..0 contain the coordinate value (or "mantissa") as a two's-complement 00239 ; integer number. 00240 ; 00241 ; The range of a position vector component is -65536..+65535 . 00242 ; 00243 ; Examples: 00244 ; 00245 ; 00000001 11111111 11111111 = +65535 00246 ; 00000001 00010000 00000000 = +4096 00247 ; 00000001 00001111 11111111 = +4095 00248 ; 00000001 00000001 00000000 = +256 00249 ; 00000001 00000000 11111111 = +255 00250 ; 00000001 00000000 00010000 = +16 00251 ; 00000001 00000000 00001111 = +15 00252 ; 00000001 00000000 00000001 = +1 00253 ; 00000001 00000000 00000000 = +0 00254 ; 00255 ; 00000000 11111111 11111111 = -1 00256 ; 00000000 11111111 11111110 = -2 00257 ; 00000000 11111111 11110001 = -15 00258 ; 00000000 11111111 11110000 = -16 00259 ; 00000000 11111111 00000001 = -255 00260 ; 00000000 11111111 00000000 = -256 00261 ; 00000000 11110000 00000001 = -4095 00262 ; 00000000 11110000 00000000 = -4096 00263 ; 00000000 00000000 00000000 = -65536 00264 ; 00265 ; The position vector for each space object is stored in 9 tables: 00266 ; 00267 ; o XPOSSIGN ($09DE..$0A0E), XPOSHI ($0A71..$0AA1), and XPOSLO ($0B04..$0B34) 00268 ; o YPOSSIGN ($0A0F..$0A3F), YPOSHI ($0AA2..$0AD2), and YPOSLO ($0B35..$0B65) 00269 ; o ZPOSSIGN ($09AD..$09DD), ZPOSHI ($0A40..$0A70), and ZPOSLO ($0AD3..$0B03) 00270 ; 00271 ; There are up to 49 space objects used in the program simultaneously, thus each 00272 ; table is 49 bytes long. 00273 ; 00274 ; o Position vectors 0..4 belong to space objects represented by PLAYERs 00275 ; (Zylon ships, meteors, photon torpedoes, starbase, transfer vessel, and 00276 ; Hyperwarp Target Marker). 00277 ; o Position vectors 5..48 belong to space objects represented by PLAYFIELD 00278 ; pixels. Position vectors 5..16 (stars, explosion fragments) are used for 00279 ; stars, position vectors 17..48 are used for explosion fragments and star 00280 ; trails. 00281 ; 00282 ; INFO: The x and y coordinates of space objects are converted and displayed by 00283 ; the THETA and PHI readouts of the Control Panel Display in "gradons". The 00284 ; z-coordinate is converted and displayed by the RANGE readout in "centrons". 00285 ; The conversion takes place in subroutine SHOWDIGITS ($B8CD) where the high 00286 ; byte of a coordinate (with values $00..$FF) is transformed with lookup table 00287 ; MAPTOBCD99 ($0EE9) into a BCD value of 00..99 in "gradons" or "centrons". 00288 ; 00289 ; 00290 ; ON VELOCITY VECTORS 00291 ; 00292 ; The velocities of all space objects are described by a "velocity vector". The 00293 ; velocity vector is relative to our starship. 00294 ; 00295 ; A "velocity vector" is composed of an x, y, and z component. The values of the 00296 ; velocity vector components are called the x, y, and z "velocities". They have 00297 ; the arbitrary unit . 00298 ; 00299 ; Each velocity vector component is an 8-bit integer number, which fits into 1 00300 ; byte: 00301 ; 00302 ; B7 Sign 00303 ; | 00304 ; |B6...B0 Mantissa 00305 ; || | 00306 ; ******** 00307 ; 00308 ; o B7 contains the sign bit. Used values are: 00309 ; 0 -> Positive sign, movement along the positive coordinate axis 00310 ; (x-velocity: right, y-velocity: up, z-velocity: in flight direction) 00311 ; 1 -> Negative sign, movement along the negative coordinate axis 00312 ; (x-velocity: left, y-velocity: down, z-velocity: in reverse flight 00313 ; direction) 00314 ; o B6..B0 contain the velocity value (or "mantissa"). It is an unsigned 00315 ; number. 00316 ; 00317 ; The range of a velocity vector component is -127..+127 . 00318 ; 00319 ; Examples: 00320 ; 00321 ; 01111111 = +127 00322 ; 00010000 = +16 00323 ; 00001111 = +15 00324 ; 00000001 = +1 00325 ; 00000000 = +0 00326 ; 00327 ; 10000000 = -0 00328 ; 10000001 = -1 00329 ; 10001111 = +15 00330 ; 10010000 = +16 00331 ; 11111111 = -127 00332 ; 00333 ; The velocity vector for each space object stored in 3 tables: 00334 ; 00335 ; o XVEL ($0B97..$0BC7) 00336 ; o YVEL ($0BC8..$0BF8) 00337 ; o ZVEL ($0B66..$0B96) 00338 ; 00339 ; There are up to 49 space objects used in the program simultaneously, thus each 00340 ; table is 49 bytes long. 00341 ; 00342 ; o Velocity vectors 0..4 belong to space objects represented by PLAYERs 00343 ; (Zylon ships, meteors, photon torpedoes, starbase, transfer vessel, and 00344 ; Hyperwarp Target Marker). 00345 ; o Velocity vectors 5..48 belong to space objects represented by PLAYFIELD 00346 ; pixels. Velocity vectors 5..16 are used for stars, velocity vectors 17..48 00347 ; are used for explosion fragments and star trails. 00348 ; 00349 ; INFO: The velocity of our starship is converted and displayed by the VELOCITY 00350 ; readout of the Control Panel Display in "metrons per second" units. The 00351 ; conversion takes place in subroutine SHOWDIGITS ($B8CD) where our starship's 00352 ; velocity VELOCITYL ($70) (with values $00..$FF) is transformed with lookup 00353 ; table MAPTOBCD99 ($0EE9) into a BCD value of 00..99 in "metrons per second". 00354 00355 ;******************************************************************************* 00356 ;* * 00357 ;* M E M O R Y M A P * 00358 ;* * 00359 ;******************************************************************************* 00360 ; 00361 ; The following variables are not changed by a SYSTEM RESET: 00362 ; 00363 ; $62 MISSIONLEVEL 00364 ; 00365 ; Mission level. Used values are: 00366 ; $00 -> NOVICE mission 00367 ; $01 -> PILOT mission 00368 ; $02 -> WARRIOR mission 00369 ; $03 -> COMMANDER mission 00370 ; 00371 ; $63 FKEYCODE 00372 ; 00373 ; Function key code. Used values are: 00374 ; $00 -> No function key pressed 00375 ; $01 -> START function key pressed 00376 ; $02 -> SELECT function key pressed 00377 ; 00378 ; $64 ISDEMOMODE 00379 ; 00380 ; Indicates whether the program is in game or demo mode. Used values 00381 ; are: 00382 ; $00 -> Game mode 00383 ; $FF -> Demo mode 00384 ; 00385 ; $65 NEWTITLEPHR 00386 ; 00387 ; New title phrase offset for the text in the title line. The new title 00388 ; phrase is not immediately displayed in the title line but only after 00389 ; the display time of the currently displayed title phrase has expired. 00390 ; Thus, setting a value to NEWTITLEPHR ($65) "enqueues" the display of 00391 ; new title phrase. Used values are: 00392 ; $00..$7B -> Title phrase offset into PHRASETAB ($BBAA) 00393 ; $FF -> Hide title line 00394 ; 00395 ; See also TITLEPHR ($D1). 00396 ; 00397 ; $66 IDLECNTHI 00398 ; 00399 ; Idle counter (high byte). Forms a 16-bit counter together with 00400 ; IDLECNTLO ($77), which is incremented during the execution of the 00401 ; Vertical Blank Interrupt handler VBIHNDLR ($A6D1). IDLECNTHI ($66) is 00402 ; reset to 0 when the joystick trigger or a keyboard key has been 00403 ; pressed, or to 1..3 when a function key has been pressed. When 00404 ; IDLECNTHI ($66) reaches a value of 128 (after about 10 min idle time) 00405 ; the program enters demo mode. 00406 ; 00407 ; The following variables are set to 0 after a SYSTEM RESET: 00408 ; 00409 ; $67 ISVBISYNC 00410 ; 00411 ; Indicates whether the Vertical Blank Interrupt handler VBIHNDLR 00412 ; ($A6D1) is executed. Used to synchronize the execution of a new game 00413 ; loop iteration in GAMELOOP ($A1F3) with the vertical blank phase. 00414 ; Used values are: 00415 ; $00 -> Halt execution at start of game loop and wait for VBI 00416 ; $FF -> Continue execution of game loop 00417 ; 00418 ; $68..$69 MEMPTR 00419 ; 00420 ; A 16-bit memory pointer. 00421 ; 00422 ; Also used as a local variable. 00423 ; 00424 ; $6A..$6B DIVIDEND 00425 ; 00426 ; A 16-bit dividend value passed in GAMELOOP ($A1F3) to subroutine 00427 ; PROJECTION ($AA21) to calculate a division. 00428 ; 00429 ; Also used as a local variable. 00430 ; 00431 ; $6C Used as a local variable. 00432 ; 00433 ; $6D JOYSTICKDELTA 00434 ; 00435 ; Used to pass joystick directions from GAMELOOP ($A1F3) to subroutine 00436 ; ROTATE ($B69B). Used values are: 00437 ; $01 -> Joystick pressed right or up 00438 ; $00 -> Joystick centered 00439 ; $FF -> Joystick pressed left or down 00440 ; 00441 ; Also used as a local variable. 00442 ; 00443 ; $6E Used as a local variable. 00444 ; 00445 ; $70 VELOCITYLO 00446 ; 00447 ; Our starship's current velocity (low byte) in . Forms a 16-bit 00448 ; value together with VELOCITYHI ($C1). In subroutine UPDPANEL ($B804), 00449 ; VELOCITYLO ($70) is mapped to a BCD-value in 00..99 and displayed by 00450 ; the VELOCITY readout of the Control Panel Display. See also 00451 ; NEWVELOCITY ($71). 00452 ; 00453 ; $71 NEWVELOCITY 00454 ; 00455 ; Our starship's new velocity (low byte) in . It is set by 00456 ; pressing one of the speed keys '0'..'9'. A pressed speed key is 00457 ; mapped to the new velocity value with VELOCITYTAB ($BAB4). 00458 ; 00459 ; $72 COUNT8 00460 ; 00461 ; Wrap-around counter. Counts from 0..7, then starts over at 0. It is 00462 ; incremented every game loop iteration. It is used to change the 00463 ; brightness of stars and explosion fragments more randomly in GAMELOOP 00464 ; ($A1F3) and to slow down the movement of the hyperwarp markers of the 00465 ; Galactic Chart in subroutine SELECTWARP ($B162). 00466 ; 00467 ; $73 EXPLLIFE 00468 ; 00469 ; Explosion lifetime. It is decremented every game loop iteration. Used 00470 ; values are: 00471 ; $00 -> Explosion is over 00472 ; < $18 -> Number of explosion fragment space objects is decremented 00473 ; < $70 -> HITBADNESS ($8A) is reset 00474 ; $80 -> Initial value at start of explosion 00475 ; 00476 ; $74 CLOCKTIM 00477 ; 00478 ; Star date clock delay timer. Counts down from 40 to 0. It is 00479 ; decremented every game loop iteration. When the timer falls below 0 00480 ; the last digit of the star date of the Galactic Chart Panel Display 00481 ; is increased and the timer is reset to a value of 40. 00482 ; 00483 ; $75 DOCKSTATE 00484 ; 00485 ; State of docking operation. Used values are: 00486 ; $00 -> NOT DOCKED 00487 ; $01 -> TRANSFER COMPLETE 00488 ; $81 -> RETURN TRANSFER VESSEL 00489 ; $FF -> ORBIT ESTABLISHED 00490 ; 00491 ; $76 COUNT256 00492 ; 00493 ; Wrap-around counter. Counts from 0..255, then starts over at 0. It is 00494 ; incremented every game loop iteration. It is used to make the 00495 ; starbase pulsate in brightness in GAMELOOP ($A1F3) and to decide on 00496 ; the creation of a meteor in subroutine MANEUVER ($AA79). 00497 ; 00498 ; $77 IDLECNTLO 00499 ; 00500 ; Idle counter (low byte). Forms a 16-bit counter together with 00501 ; IDLECNTHI ($66), which is incremented during the execution of the 00502 ; Vertical Blank Interrupt handler VBIHNDLR ($A6D1). 00503 ; 00504 ; NOTE: This variable is never properly initialized except at initial 00505 ; cartridge startup (cold start). 00506 ; 00507 ; $78 ZYLONUNITTIM 00508 ; 00509 ; Zylon unit movement timer. This delay timer triggers movement of 00510 ; Zylon units on the Galactic Chart. At the start of the game, the 00511 ; timer is initialized to a value of 100. It is decremented every 40 00512 ; game loop iterations. When the timer falls below 0 the Zylon units 00513 ; move on the Galactic Chart and the timer value is reset to 49. If a 00514 ; starbase is surrounded the timer is reset to 99 to buy you some extra 00515 ; time to destroy one of the surrounding Zylon units. 00516 ; 00517 ; $79 MAXSPCOBJIND 00518 ; 00519 ; Maximum index of used space objects in the current game loop 00520 ; iteration. Frequently used values are: 00521 ; $10 -> During regular cruise (5 PLAYER space objects + 12 PLAYFIELD 00522 ; space objects (stars)) 00523 ; $30 -> During explosion or hyperwarp (5 PLAYER space objects + 12 00524 ; PLAYFIELD space objects (stars) + 32 PLAYFIELD space objects 00525 ; (explosion fragments or stars of star trails)) 00526 ; 00527 ; $7A OLDMAXSPCOBJIND 00528 ; 00529 ; Maximum index of used space objects in the previous game loop 00530 ; iteration. Frequently used values are: 00531 ; $10 -> During regular cruise (5 PLAYER space objects + 12 PLAYFIELD 00532 ; space objects (stars)) 00533 ; $30 -> During explosion or hyperwarp (5 PLAYER space objects + 12 00534 ; PLAYFIELD space objects (stars) + 32 PLAYFIELD space objects 00535 ; (explosion fragments or stars of star trails)) 00536 ; 00537 ; $7B ISSTARBASESECT 00538 ; 00539 ; Indicates whether a starbase is in this sector. Used values are: 00540 ; $00 -> Sector contains no starbase 00541 ; $FF -> Sector contains starbase 00542 ; 00543 ; $7C ISTRACKCOMPON 00544 ; 00545 ; Indicates whether the Tracking Computer is on or off. Used values 00546 ; are: 00547 ; $00 -> Tracking Computer is off 00548 ; $FF -> Tracking Computer is on 00549 ; 00550 ; $7D DRAINSHIELDS 00551 ; 00552 ; Energy drain rate of the Shields per game loop iteration in energy 00553 ; subunits. See also subroutine UPDPANEL ($B804). Used values are: 00554 ; $00 -> Shields are off 00555 ; $08 -> Shields are on 00556 ; 00557 ; $7E DRAINATTCOMP 00558 ; 00559 ; Energy drain rate of the Attack Computer per game loop iteration in 00560 ; energy subunits. See also subroutine UPDPANEL ($B804). Used values 00561 ; are: 00562 ; $00 -> Attack Computer off 00563 ; $02 -> Attack Computer on 00564 ; 00565 ; $7F ENERGYCNT 00566 ; 00567 ; Running counter of consumed energy subunits (256 energy subunits = 1 00568 ; energy unit displayed by the 4-digit ENERGY readout of the Control 00569 ; Panel Display). Forms an invisible fractional or "decimals" part of 00570 ; the 4-digit ENERGY readout of the Control Panel Display. See also 00571 ; subroutine UPDPANEL ($B804). 00572 ; 00573 ; $80 DRAINENGINES 00574 ; 00575 ; Energy drain rate of our starship's Engines per game loop iteration 00576 ; in energy subunits (256 energy subunits = 1 energy unit displayed by 00577 ; the 4-digit ENERGY readout of the Control Panel Display). Values are 00578 ; picked from table DRAINRATETAB ($BAD3). See also subroutine UPDPANEL 00579 ; ($B804). 00580 ; 00581 ; $81 SHIELDSCOLOR 00582 ; 00583 ; Shields color. Used values are: 00584 ; $00 -> {BLACK} (Shields are off) 00585 ; $A0 -> {DARK GREEN} (Shields are on) 00586 ; 00587 ; $82 PL3HIT 00588 ; 00589 ; Collision register of PLAYER3 (usually our starship's photon torpedo 00590 ; 0) with other PLAYERs. Used values are: 00591 ; $00 -> No collision 00592 ; > $00 -> PLAYER3 has collided with another PLAYER space object. See 00593 ; subroutine COLLISION ($AF3D) for details which PLAYER has 00594 ; been hit by PLAYER3. 00595 ; 00596 ; $83 PL4HIT 00597 ; 00598 ; Collision register of PLAYER4 (usually our starship's photon torpedo 00599 ; 1) with other PLAYERs. Used values are: 00600 ; $00 -> No collision 00601 ; > $00 -> PLAYER4 has collided with another PLAYER space object. See 00602 ; subroutine COLLISION ($AF3D) for details which PLAYER has 00603 ; been hit by PLAYER4. 00604 ; 00605 ; $84 OLDTRIG0 00606 ; 00607 ; Joystick trigger state. Used values are: 00608 ; $00 -> Joystick trigger was pressed 00609 ; $01 -> Joystick trigger was not pressed 00610 ; $AA -> Joystick trigger was "virtually" pressed (will launch 00611 ; another of our starship's photon torpedoes, see subroutine 00612 ; TRIGGER ($AE29). 00613 ; 00614 ; $86 ISTRACKING 00615 ; 00616 ; Indicates whether one of our starship's photon torpedoes is currently 00617 ; tracking (homing in on) the target space object. Used values are: 00618 ; $00 -> No target space object tracked. Our starship's photon 00619 ; torpedoes will fly just straight ahead. 00620 ; > $00 -> Tracking a target space object. Our starship's photon 00621 ; torpedoes will home in on the tracked space object. 00622 ; 00623 ; $87 BARRELNR 00624 ; 00625 ; Barrel from which our starship's next photon torpedo will be 00626 ; launched. Used values are: 00627 ; $00 -> Left barrel 00628 ; $01 -> Right barrel 00629 ; 00630 ; $88 LOCKONLIFE 00631 ; 00632 ; Lifetime of target lock-on. A target remains in lock-on while 00633 ; LOCKONLIFE ($88) counts down from 12 to 0. It is decremented every 00634 ; game loop iteration. 00635 ; 00636 ; $89 PLTRACKED 00637 ; 00638 ; Index of currently tracked PLAYER. It is copied in subroutine TRIGGER 00639 ; ($AE29) from TRACKDIGIT ($095C). Used values are: 00640 ; $00 -> Track Zylon ship 0 00641 ; $01 -> Track Zylon ship 1 00642 ; $02 -> Track starbase during docking operations 00643 ; $03 -> Track Hyperwarp Target Marker during hyperwarp 00644 ; 00645 ; $8A HITBADNESS 00646 ; 00647 ; Severeness of a Zylon photon torpedo hit. Used values are: 00648 ; $00 -> NO HIT 00649 ; $7F -> SHIELDS HIT 00650 ; $FF -> STARSHIP DESTROYED 00651 ; 00652 ; $8B REDALERTLIFE 00653 ; 00654 ; Lifetime of red alert. It decreases from 255 to 0. It is decremented 00655 ; every game loop iteration. 00656 ; 00657 ; $8C WARPDEPRROW 00658 ; 00659 ; Departure hyperwarp marker row number on the Galactic Chart. It is 00660 ; given in Player/Missile pixels relative to the top Galactic Chart 00661 ; border. It is initialized to a value of $47 (vertical center of 00662 ; Galactic Chart). Divide this value by 16 to get the departure sector 00663 ; row number. Used values are: $00..$7F. 00664 ; 00665 ; $8D WARPDEPRCOLUMN 00666 ; 00667 ; Departure hyperwarp marker column number on the Galactic Chart. It is 00668 ; given in Player/Missile pixels relative to the left Galactic Chart 00669 ; border and initialized to a value of $43 (horizontal center of 00670 ; Galactic Chart). Divide this value by 8 to get the departure sector 00671 ; column number. Used values are: $00..$7F. 00672 ; 00673 ; $8E WARPARRVROW 00674 ; 00675 ; Arrival hyperwarp marker row number on the Galactic Chart in 00676 ; Player/Missile pixels relative to top Galactic Chart border. It is 00677 ; initialized to a value of $47 (vertical center of Galactic Chart). 00678 ; Divide this value by 16 to get the arrival sector row number. Used 00679 ; values are: $00..$7F. 00680 ; 00681 ; $8F WARPARRVCOLUMN 00682 ; 00683 ; Arrival hyperwarp marker column number on the Galactic Chart in 00684 ; Player/Missile pixels relative to left Galactic Chart border. It is 00685 ; initialized to a value of $43 (horizontal center of Galactic Chart). 00686 ; Divide this value by 8 to get the arrival sector column number. Used 00687 ; values are: $00..$7F. 00688 ; 00689 ; $90 CURRSECTOR 00690 ; 00691 ; Galactic Chart sector of the current location of our starship. At the 00692 ; start of the game it is initialized to a value of $48. Used values 00693 ; are: $00..$7F with, for example, 00694 ; $00 -> NORTHWEST corner sector 00695 ; $0F -> NORTHEAST corner sector 00696 ; $70 -> SOUTHWEST corner sector 00697 ; $7F -> SOUTHWEST corner sector 00698 ; 00699 ; See also ARRVSECTOR ($92). 00700 ; 00701 ; $91 WARPENERGY 00702 ; 00703 ; Energy required to hyperwarp between the departure and arrival 00704 ; hyperwarp marker locations on the Galactic Chart divided by 10. 00705 ; Values are picked from table WARPENERGYTAB ($BADD). Multiply this 00706 ; value by 10 to get the actual value in energy units displayed by the 00707 ; Galactic Chart Panel Display. 00708 ; 00709 ; $92 ARRVSECTOR 00710 ; 00711 ; Galactic Chart arrival sector of our starship after hyperwarp. Used 00712 ; values are: $00..$7F with, for example, 00713 ; $00 -> NORTHWEST corner sector 00714 ; $0F -> NORTHEAST corner sector 00715 ; $70 -> SOUTHWEST corner sector 00716 ; $7F -> SOUTHWEST corner sector 00717 ; 00718 ; See also CURRSECTOR ($90). 00719 ; 00720 ; $93 HUNTSECTOR 00721 ; 00722 ; Galactic Chart sector of the starbase toward which the Zylon units 00723 ; are currently moving. Used values are: $00..$7F with, for example, 00724 ; $00 -> NORTHWEST corner sector 00725 ; $0F -> NORTHEAST corner sector 00726 ; $70 -> SOUTHWEST corner sector 00727 ; $7F -> SOUTHWEST corner sector 00728 ; 00729 ; $94 HUNTSECTCOLUMN 00730 ; 00731 ; Galactic Chart sector column number of the starbase toward which the 00732 ; Zylon units are currently moving. Used values are: 0..15. 00733 ; 00734 ; $95 HUNTSECTROW 00735 ; 00736 ; Galactic Chart sector row number of the starbase toward which the 00737 ; Zylon units are currently moving. Used values are: 0..7. 00738 ; 00739 ; $96..$9E NEWZYLONDIST 00740 ; 00741 ; Table of distances between a Zylon unit and the hunted starbase when 00742 ; the Zylon unit is tentatively moved in one of the 9 possible 00743 ; directions NORTH, NORTHWEST, WEST, SOUTHWEST, SOUTH, SOUTHEAST, EAST, 00744 ; NORTHEAST, CENTER. Used to decide into which sector the Zylon unit 00745 ; should move. 00746 ; 00747 ; $9E OLDZYLONDIST 00748 ; 00749 ; Current distance between the Zylon unit and the hunted starbase. 00750 ; 00751 ; $9F HUNTTIM 00752 ; 00753 ; Delay timer for Zylon units to decide on which starbase to hunt. It 00754 ; counts down from 7. It is decremented every game loop iteration. When 00755 ; the timer falls below 0 the Zylon units re-decide toward which 00756 ; starbase to move. 00757 ; 00758 ; $A0 BLIPCOLUMN 00759 ; 00760 ; Top-left screen pixel column number of blip shape displayed in the 00761 ; Attack Computer Display. Used in subroutine UPDATTCOMP ($A7BF). Used 00762 ; values are: 120..142. 00763 ; 00764 ; $A1 BLIPROW 00765 ; 00766 ; Top-left screen pixel row number of blip shape displayed in the 00767 ; Attack Computer Display. Used in subroutine UPDATTCOMP ($A7BF). Used 00768 ; values are: 71..81. 00769 ; 00770 ; $A2 BLIPCYCLECNT 00771 ; 00772 ; Blip cycle counter. It controls drawing the blip shape in the Attack 00773 ; Computer Display. Its value is incremented every game loop iteration. 00774 ; Used in subroutine UPDATTCOMP ($A7BF). Used values are: 00775 ; $00..$04 -> Draw 0..4th row of blip shape 00776 ; $05..$09 -> Do not draw blip shape (delay) 00777 ; $0A -> Recalculate blip shape position, erase Attack Computer 00778 ; Display 00779 ; 00780 ; $A3 ISINLOCKON 00781 ; 00782 ; Indicates whether the tracked space object is currently in full 00783 ; lock-on (horizontally and vertically centered as well as in range) in 00784 ; the Attack Computer Display. If so, all lock-on markers show up on 00785 ; the Attack Computer Display and our starship's launched photon 00786 ; torpedoes will home in on the tracked space object. Used values are: 00787 ; $00 -> Not in lock-on 00788 ; $A0 -> In lock-on 00789 ; 00790 ; $A4 DIRLEN 00791 ; 00792 ; Used to pass the direction and length of a single line to be drawn in 00793 ; the PLAYFIELD. Used in subroutines DRAWLINES ($A76F), DRAWLINE 00794 ; ($A782), and UPDATTCOMP ($A7BF). Used values are: 00795 ; Bit B7 = 0 -> Draw right 00796 ; Bit B7 = 1 -> Draw down 00797 ; Bits B6..0 -> Length of line in pixels. 00798 ; 00799 ; See also PENROW ($A5) and PENCOLUMN ($A6). 00800 ; 00801 ; $A5 PENROW 00802 ; 00803 ; Used to pass the start screen pixel row number of the line to be 00804 ; drawn in the PLAYFIELD. Used in subroutines DRAWLINES ($A76F), 00805 ; DRAWLINE ($A782), and UPDATTCOMP ($A7BF). 00806 ; 00807 ; $A6 PENCOLUMN 00808 ; 00809 ; Used to pass the start screen pixel column number of the line to be 00810 ; drawn in the PLAYFIELD. Used in subroutines DRAWLINES ($A76F), 00811 ; DRAWLINE ($A782), and UPDATTCOMP ($A7BF). 00812 ; 00813 ; $A7 CTRLDZYLON 00814 ; 00815 ; Index of Zylon ship currently controlled by the program. Used in 00816 ; subroutine MANEUVER ($AA79). The value is toggled every other game 00817 ; loop iteration. Used values are: 00818 ; $00 -> Control Zylon ship 0. 00819 ; $01 -> Control Zylon ship 1. 00820 ; 00821 ; $A8 ZYLONFLPAT0 00822 ; 00823 ; Flight pattern of Zylon ship 0. Used in subroutine MANEUVER ($AA79). 00824 ; Used values are: 00825 ; $00 -> Attack flight pattern "0" 00826 ; $01 -> Flight pattern "1" 00827 ; $04 -> Flight pattern "4" 00828 ; 00829 ; $A9 ZYLONFLPAT1 00830 ; 00831 ; Flight pattern of Zylon ship 1. Compare ZYLONFLPAT0 ($A8). 00832 ; 00833 ; $AA MILESTTIM0 00834 ; 00835 ; Delay timer of the milestone velocity indices of Zylon ship 0. Used 00836 ; in subroutine MANEUVER ($AA79). 00837 ; 00838 ; When Zylon ship 0 is active, this value is decremented every game 00839 ; loop iteration. If it falls below 0 then the milestone velocity 00840 ; indices of Zylon ship 0 are recalculated. When Zylon ship 0 is 00841 ; controlled by the computer for the first time, the timer is set to an 00842 ; initial value of 1, later to an initial value of 120. 00843 ; 00844 ; $AB MILESTTIM1 00845 ; 00846 ; Delay timer of the milestone velocity index vector of Zylon ship 1. 00847 ; Compare MILESTTIM0 ($AA). 00848 ; 00849 ; $AC MILESTVELINDZ0 00850 ; 00851 ; Milestone z-velocity index of Zylon ship 0. Used in subroutine 00852 ; MANEUVER ($AA79). The current z-velocity index of Zylon ship 0 00853 ; ZYLONVELINDZ0 ($B2) is compared with this index and gradually 00854 ; adjusted to it. Used values are: 0..15. 00855 ; 00856 ; $AD MILESTVELINDZ1 00857 ; 00858 ; Milestone z-velocity index of Zylon ship 1. Compare MILESTVELINDZ0 00859 ; ($AC). 00860 ; 00861 ; $AE MILESTVELINDX0 00862 ; 00863 ; Milestone x-velocity index of Zylon ship 0. Used in subroutine 00864 ; MANEUVER ($AA79). The current x-velocity index of Zylon ship 0 00865 ; ZYLONVELINDX0 ($B4) is compared with this index and gradually 00866 ; adjusted to it. Used values are: 0..15. 00867 ; 00868 ; $AF MILESTVELINDX1 00869 ; 00870 ; Milestone x-velocity index of Zylon ship 1. Compare MILESTVELINDX0 00871 ; ($AE). 00872 ; 00873 ; $B0 MILESTVELINDY0 00874 ; 00875 ; Milestone y-velocity index of Zylon ship 0. Used in subroutine 00876 ; MANEUVER ($AA79). The current y-velocity index of Zylon ship 0 00877 ; ZYLONVELINDY0 ($B6) is compared with this index and gradually 00878 ; adjusted to it. Used values are: 0..15. 00879 ; 00880 ; $B1 MILESTVELINDY1 00881 ; 00882 ; Milestone y-velocity index of Zylon ship 1. Compare MILESTVELINDY0 00883 ; ($B0). 00884 ; 00885 ; $B2 ZYLONVELINDZ0 00886 ; 00887 ; Current z-velocity index of Zylon ship 0. Used in subroutine MANEUVER 00888 ; ($AA79). It indexes velocity values in ZYLONVELTAB ($BF99). Used 00889 ; values are: 0..15. 00890 ; 00891 ; $B3 ZYLONVELINDZ1 00892 ; 00893 ; Current z-velocity index of Zylon ship 1. Compare ZYLONVELINDZ0 00894 ; ($B2). 00895 ; 00896 ; $B4 ZYLONVELINDX0 00897 ; 00898 ; Current x-velocity index of Zylon ship 0. Compare ZYLONVELINDZ0 00899 ; ($B2). 00900 ; 00901 ; $B5 ZYLONVELINDX1 00902 ; 00903 ; Current x-velocity index of Zylon ship 1. Compare ZYLONVELINDZ0 00904 ; ($B2). 00905 ; 00906 ; $B6 ZYLONVELINDY0 00907 ; 00908 ; Current y-velocity index of Zylon ship 0. Compare ZYLONVELINDZ0 00909 ; ($B2). 00910 ; 00911 ; $B7 ZYLONVELINDY1 00912 ; 00913 ; Current y-velocity index of Zylon ship 1. Compare ZYLONVELINDZ0 00914 ; ($B2). 00915 ; 00916 ; $B8 ISBACKATTACK0 00917 ; 00918 ; Indicates whether Zylon ship 0 will attack our starship from the 00919 ; back. Used in subroutine MANEUVER ($AA79). Used values are: 00920 ; $00 -> Zylon ship 0 attacks from the front of our starship 00921 ; $01 -> Zylon ship 0 attacks from the front and back of our starship 00922 ; 00923 ; $B9 ISBACKATTACK1 00924 ; 00925 ; Indicates whether Zylon ship 1 will attack our starship from the 00926 ; back. Compare ISBACKATTACK0 ($B8). 00927 ; 00928 ; $BA ZYLONTIMX0 00929 ; 00930 ; Delay timer of the x-velocity index of Zylon ship 0. Used in 00931 ; subroutine MANEUVER ($AA79). It is decremented every game loop 00932 ; iteration. When the timer value falls below 0 the current velocity 00933 ; index ZYLONVELINDX0 ($B4) is adjusted depending on the current 00934 ; joystick position. The new timer value is set depending on the 00935 ; resulting new x-velocity index. Used values are: 0, 2, 4, ..., 14. 00936 ; 00937 ; $BB ZYLONTIMX1 00938 ; 00939 ; Delay timer of x-velocity index of Zylon ship 1. Compare ZYLONTIMX0 00940 ; ($BA). 00941 ; 00942 ; $BC ZYLONTIMY0 00943 ; 00944 ; Delay timer of y-velocity index of Zylon ship 0. Compare ZYLONTIMX0 00945 ; ($BA). 00946 ; 00947 ; $BD ZYLONTIMY1 00948 ; 00949 ; Delay timer of y-velocity index of Zylon ship 1. Compare ZYLONTIMX0 00950 ; ($BA). 00951 ; 00952 ; $BE TORPEDODELAY 00953 ; 00954 ; After a Zylon photon torpedo has hit our starship this delay timer is 00955 ; initialized to a value of 2. It is decremented every game loop 00956 ; iteration and so delays the launch of the next Zylon photon torpedo 00957 ; for 2 game loop iterations. 00958 ; 00959 ; $BF ZYLONATTACKER 00960 ; 00961 ; Index of the Zylon ship that launched the Zylon photon torpedo. It is 00962 ; used in GAMELOOP ($A1F3) to override the current tracking computer 00963 ; settings in order to track this Zylon ship first. Used values are: 00964 ; $00 -> Zylon photon torpedo was launched by Zylon ship 0 00965 ; $01 -> Zylon photon torpedo was launched by Zylon ship 1 00966 ; 00967 ; $C0 WARPSTATE 00968 ; 00969 ; Hyperwarp state. Used values are: 00970 ; $00 -> Hyperwarp not engaged 00971 ; $7F -> Hyperwarp engaged 00972 ; $FF -> In hyperspace 00973 ; 00974 ; $C1 VELOCITYHI 00975 ; 00976 ; Our starship's velocity (high byte) in . Used values are: 00977 ; $00 -> Not in hyperspace (regular cruise or accelerating to 00978 ; hyperspace velocity) 00979 ; $01 -> Hyperspace velocity 00980 ; 00981 ; See also VELOCITYLO ($70). 00982 ; 00983 ; $C2 TRAILDELAY 00984 ; 00985 ; Delay timer to create the next star trail. Its value is decremented 00986 ; from 3 to 0 every game loop iteration during the hyperwarp STAR TRAIL 00987 ; PHASE in subroutine INITTRAIL ($A9B4). 00988 ; 00989 ; $C3 TRAILIND 00990 ; 00991 ; Position vector index of the star trail's first star. Used in 00992 ; subroutine INITTRAIL ($A9B4) to initialize a star trail, which is 00993 ; then displayed during the hyperwarp STAR TRAIL PHASE. Used values 00994 ; are: 17..48 in wrap-around fashion. 00995 ; 00996 ; $C4 WARPTEMPCOLUMN 00997 ; 00998 ; Temporary arrival column number of our starship on the Galactic Chart 00999 ; at the begin of hyperspace. It is given in Player/Missile pixels 01000 ; relative to the left Galactic Chart border. Divide this value by 8 to 01001 ; get the sector column number. Used values are: $00..$7F. See also 01002 ; WARPARRVCOLUMN ($8F). 01003 ; 01004 ; $C5 WARPTEMPROW 01005 ; 01006 ; Temporary arrival row number of our starship on the Galactic Chart at 01007 ; the begin of hyperspace. It is given in Player/Missile pixels 01008 ; relative to top Galactic Chart border. Divide this value by 16 to get 01009 ; the sector row number. Used values are: $00..$7F. See also 01010 ; WARPARRVROW ($8E). 01011 ; 01012 ; $C6 VEERMASK 01013 ; 01014 ; Limits the veer-off velocity of the Hyperwarp Target Marker during 01015 ; the hyperwarp ACCELERATION PHASE in subroutine HYPERWARP ($A89B). 01016 ; Values are picked from table VEERMASKTAB ($BED7). 01017 ; 01018 ; Also used as a local variable. 01019 ; 01020 ; $C7 VICINITYMASK 01021 ; 01022 ; Mask to confine space objects' position vector components 01023 ; (coordinates) in a sector into a certain interval around our starship 01024 ; after its arrival from hyperspace. Values are picked from table 01025 ; VICINITYMASKTAB ($BFB3). 01026 ; 01027 ; $C8 JOYSTICKX 01028 ; 01029 ; Horizontal joystick direction. Values are picked from table 01030 ; STICKINCTAB ($BAF5). Used values are: 01031 ; $01 -> Right 01032 ; $00 -> Centered 01033 ; $FF -> Left 01034 ; 01035 ; $C9 JOYSTICKY 01036 ; 01037 ; Vertical joystick direction. Values are picked from table STICKINCTAB 01038 ; ($BAF5). Used values are: 01039 ; $01 -> Up 01040 ; $00 -> Centered 01041 ; $FF -> Down 01042 ; 01043 ; $CA KEYCODE 01044 ; 01045 ; Hardware keyboard code of the pressed key on the keyboard. Shift and 01046 ; Control key bits B7..6 are always set. 01047 ; 01048 ; $CB..$CC SCORE 01049 ; 01050 ; Internal 16-bit score of the game in low byte-high byte order 01051 ; 01052 ; $CD SCOREDRANKIND 01053 ; 01054 ; Scored Rank Index. It is translated with table RANKTAB ($BEE9) to a 01055 ; title phrase offset pointing to the rank string. Used values are: 01056 ; $00 -> GALACTIC COOK 01057 ; $01 -> GARBAGE SCOW CAPTAIN 01058 ; $02 -> GARBAGE SCOW CAPTAIN 01059 ; $03 -> ROOKIE 01060 ; $04 -> ROOKIE 01061 ; $05 -> NOVICE 01062 ; $06 -> NOVICE 01063 ; $07 -> ENSIGN 01064 ; $08 -> ENSIGN 01065 ; $09 -> PILOT 01066 ; $0A -> PILOT 01067 ; $0B -> ACE 01068 ; $0C -> LIEUTENANT 01069 ; $0D -> WARRIOR 01070 ; $0E -> CAPTAIN 01071 ; $0F -> COMMANDER 01072 ; $10 -> COMMANDER 01073 ; $11 -> STAR COMMANDER 01074 ; $12 -> STAR COMMANDER 01075 ; 01076 ; $CE SCOREDCLASSIND 01077 ; 01078 ; Scored Class Index. It is translated into a class number with table 01079 ; CLASSTAB ($BEFC). Used values are: 01080 ; $00 -> Class 5 01081 ; $01 -> Class 5 01082 ; $02 -> Class 5 01083 ; $03 -> Class 4 01084 ; $04 -> Class 4 01085 ; $05 -> Class 4 01086 ; $06 -> Class 4 01087 ; $07 -> Class 3 01088 ; $08 -> Class 3 01089 ; $09 -> Class 3 01090 ; $0A -> Class 2 01091 ; $0B -> Class 2 01092 ; $0C -> Class 2 01093 ; $0D -> Class 1 01094 ; $0E -> Class 1 01095 ; $0F -> Class 1 01096 ; 01097 ; $CF TITLELIFE 01098 ; 01099 ; Lifetime of title line. It is decremented every game loop iteration. 01100 ; Used initial values are: 01101 ; $3C -> When displaying regular title phrases 01102 ; $FE -> When displaying "STARBASE SURROUNDED", "STARBASE DESTOYED", 01103 ; and "RED ALERT" messages 01104 ; $FF -> Hide title line 01105 ; 01106 ; $D0 SHIPVIEW 01107 ; 01108 ; Current view of our starship. Values are picked from table 01109 ; VIEWMODETAB ($BE22). Used values are: 01110 ; $00 -> Front view 01111 ; $01 -> Aft view 01112 ; $40 -> Long-Range Scan view 01113 ; $80 -> Galactic Chart view 01114 ; 01115 ; $D1 TITLEPHR 01116 ; 01117 ; Title phrase offset for text phrase in title line. Used values are: 01118 ; $00..$7B -> Title phrase offset into PHRASETAB ($BBAA) 01119 ; $FF -> Hide title line 01120 ; 01121 ; See also NEWTITLEPHR ($65). 01122 ; 01123 ; $D2 BEEPFRQIND 01124 ; 01125 ; Beeper sound pattern: Running index into frequency table BEEPFRQTAB 01126 ; ($BF5C). See also BEEPFRQSTART ($D7). See also subroutines BEEP 01127 ; ($B3A6) and SOUND ($B2AB). 01128 ; 01129 ; $D3 BEEPREPEAT 01130 ; 01131 ; Beeper sound pattern: Number of times the beeper sound pattern is 01132 ; repeated - 1. See also subroutines BEEP ($B3A6) and SOUND ($B2AB). 01133 ; 01134 ; $D4 BEEPTONELIFE 01135 ; 01136 ; Beeper sound pattern: Lifetime of tone in TICKs - 1. See also 01137 ; subroutines BEEP ($B3A6) and SOUND ($B2AB). 01138 ; 01139 ; $D5 BEEPPAUSELIFE 01140 ; 01141 ; Beeper sound pattern: Lifetime of pause in TICKs - 1. Used values 01142 ; are: 01143 ; < $FF -> Number of TICKs - 1 to play 01144 ; $FF -> Skip playing pause 01145 ; 01146 ; See also subroutines BEEP ($B3A6) and SOUND ($B2AB). 01147 ; 01148 ; $D6 BEEPPRIORITY 01149 ; 01150 ; Beeper sound pattern: Pattern priority. Each beeper sound pattern has 01151 ; a priority. When a pattern of higher priority is about to be played 01152 ; the pattern that is currently playing is stopped. Used values are: 01153 ; $00 -> No pattern playing at the moment 01154 ; > $00 -> Pattern priority 01155 ; 01156 ; See also subroutines BEEP ($B3A6) and SOUND ($B2AB). 01157 ; 01158 ; $D7 BEEPFRQSTART 01159 ; 01160 ; Beeper sound pattern: Index to first byte of the pattern frequency in 01161 ; table BEEPFRQTAB ($BF5C). See also BEEPFRQIND ($D2). See also 01162 ; subroutines BEEP ($B3A6) and SOUND ($B2AB). 01163 ; 01164 ; $D8 BEEPLIFE 01165 ; 01166 ; Beeper sound pattern: Lifetime of the current tone or pause in TICKs. 01167 ; It is decremented every TICK. See also subroutines BEEP ($B3A6) and 01168 ; SOUND ($B2AB). 01169 ; 01170 ; $D9 BEEPTOGGLE 01171 ; 01172 ; Beeper sound pattern: Indicates that either a tone or a pause is 01173 ; currently played. Used values are: 01174 ; $00 -> Tone 01175 ; $01 -> Pause 01176 ; 01177 ; See also subroutines BEEP ($B3A6) and SOUND ($B2AB). 01178 ; 01179 ; $DA NOISETORPTIM 01180 ; 01181 ; Noise sound pattern: Delay timer for PHOTON TORPEDO LAUNCHED noise 01182 ; sound pattern. It is decremented every TICK. See also subroutines 01183 ; NOISE ($AEA8) and SOUND ($B2AB). 01184 ; 01185 ; $DB NOISEEXPLTIM 01186 ; 01187 ; Noise sound pattern: Delay timer for SHIELD EXPLOSION and ZYLON 01188 ; EXPLOSION noise sound pattern. It is decremented every TICK. See also 01189 ; subroutines NOISE ($AEA8) and SOUND ($B2AB). 01190 ; 01191 ; $DC NOISEAUDC2 01192 ; 01193 ; Noise sound pattern: Audio channel 1/2 control shadow register. See 01194 ; also subroutines NOISE ($AEA8) and SOUND ($B2AB). 01195 ; 01196 ; $DD NOISEAUDC3 01197 ; 01198 ; Noise sound pattern: Audio channel 3 control shadow register. See 01199 ; also subroutines NOISE ($AEA8) and SOUND ($B2AB). 01200 ; 01201 ; $DE NOISEAUDF1 01202 ; 01203 ; Noise sound pattern: Audio channel 1 frequency shadow register. See 01204 ; also subroutines NOISE ($AEA8) and SOUND ($B2AB). 01205 ; 01206 ; $DF NOISEAUDF2 01207 ; 01208 ; Noise sound pattern: Audio channel 2 frequency shadow register. See 01209 ; also subroutines NOISE ($AEA8) and SOUND ($B2AB). 01210 ; 01211 ; $E0 NOISEFRQINC 01212 ; 01213 ; Noise sound pattern: Audio channel 1/2 frequency increment. See also 01214 ; subroutines NOISE ($AEA8) and SOUND ($B2AB). 01215 ; 01216 ; $E1 NOISELIFE 01217 ; 01218 ; Noise sound pattern: Noise sound pattern lifetime. It is decremented 01219 ; every TICK. See also subroutines NOISE ($AEA8) and SOUND ($B2AB). 01220 ; 01221 ; $E2 NOISEZYLONTIM 01222 ; 01223 ; Delay timer to trigger the ZYLON EXPLOSION noise sound pattern. It is 01224 ; set in subroutine COLLISION ($AF3D) when an impact of one of our 01225 ; starship's photon torpedoes into a target is imminent. The timer is 01226 ; decremented every TICK during the execution of the Vertical Blank 01227 ; Interrupt handler VBIHNDLR ($A6D1). When the timer value reaches 0 01228 ; the ZYLON EXPLOSION noise sound pattern is played in subroutine SOUND 01229 ; ($B2AB). 01230 ; 01231 ; $E3 NOISEHITLIFE 01232 ; 01233 ; Lifetime of STARSHIP EXPLOSION noise when our starship was destroyed 01234 ; by a Zylon photon torpedo. It is set in routine GAMELOOP ($A1F3) to a 01235 ; value of 64 TICKs. It is decremented every TICK during the execution 01236 ; of the Vertical Blank Interrupt handler VBIHNDLR ($A6D1). 01237 ; 01238 ; $E4 PL0SHAPOFF 01239 ; 01240 ; PLAYER0 offset into shape table PLSHAP2TAB ($B9B1) 01241 ; 01242 ; $E5 PL1SHAPOFF 01243 ; 01244 ; PLAYER1 offset into shape table PLSHAP2TAB ($B9B1) 01245 ; 01246 ; $E6 PL2SHAPOFF 01247 ; 01248 ; PLAYER2 offset into shape table PLSHAP1TAB ($B8E4) 01249 ; 01250 ; $E7 PL3SHAPOFF 01251 ; 01252 ; PLAYER3 offset into shape table PLSHAP1TAB ($B8E4) 01253 ; 01254 ; $E8 PL4SHAPOFF 01255 ; 01256 ; PLAYER4 offset into shape table PLSHAP1TAB ($B8E4) 01257 ; 01258 ; $E9 PL0LIFE 01259 ; 01260 ; Lifetime of the space object represented by PLAYER0 (usually Zylon 01261 ; ship 0). Any value other than $FF is decremented with every game loop 01262 ; iteration. Used values are: 01263 ; $00 -> Space object not alive (= not in use) 01264 ; $01..$FE -> Values during lifetime countdown 01265 ; $FF -> Infinite lifetime (not counted down) 01266 ; 01267 ; $EA PL1LIFE 01268 ; 01269 ; Lifetime of a space object represented by PLAYER1 (usually Zylon ship 01270 ; 1). Compare PL0LIFE ($E9). 01271 ; 01272 ; $EB PL2LIFE 01273 ; 01274 ; Lifetime of a space object represented by PLAYER2 (usually the Zylon 01275 ; photon torpedo). Compare PL0LIFE ($E9). 01276 ; 01277 ; If this PLAYER represents a photon torpedo, its lifetime is 01278 ; decremented from an initial value of $FF. 01279 ; 01280 ; $EC PL3LIFE 01281 ; 01282 ; Lifetime of a space object represented by PLAYER3 (usually our 01283 ; starship's photon torpedo 0). Compare PL2LIFE ($EB). 01284 ; 01285 ; If this PLAYER represents a photon torpedo, its lifetime is 01286 ; decremented from an initial value of $FF. 01287 ; 01288 ; $ED PL4LIFE 01289 ; 01290 ; Lifetime of a space object represented by PLAYER4 (usually our 01291 ; starship's photon torpedo 1). Compare PL2LIFE ($EB). 01292 ; 01293 ; If this PLAYER represents a photon torpedo, its lifetime is 01294 ; decremented from an initial value of $FF. 01295 ; 01296 ; $EE PL0COLOR 01297 ; 01298 ; Color of PLAYER0 01299 ; 01300 ; $EF PL1COLOR 01301 ; 01302 ; Color of PLAYER1 01303 ; 01304 ; $F0 PL2COLOR 01305 ; 01306 ; Color of PLAYER2 01307 ; 01308 ; $F1 PL3COLOR 01309 ; 01310 ; Color of PLAYER3 01311 ; 01312 ; $F2 PF0COLOR 01313 ; 01314 ; Color of PLAYFIELD0 01315 ; 01316 ; $F3 PF1COLOR 01317 ; 01318 ; Color of PLAYFIELD1 01319 ; 01320 ; $F4 PF2COLOR 01321 ; 01322 ; Color of PLAYFIELD2 01323 ; 01324 ; $F5 PF3COLOR 01325 ; 01326 ; Color of PLAYFIELD3 01327 ; 01328 ; $F6 BGRCOLOR 01329 ; 01330 ; Color of BACKGROUND 01331 ; 01332 ; $F7 PF0COLORDLI 01333 ; 01334 ; Color of PLAYFIELD0 after DLI 01335 ; 01336 ; $F8 PF1COLORDLI 01337 ; 01338 ; Color of PLAYFIELD1 after DLI 01339 ; 01340 ; $F9 PF2COLORDLI 01341 ; 01342 ; Color of PLAYFIELD2 after DLI 01343 ; 01344 ; $FA PF3COLORDLI 01345 ; 01346 ; Color of PLAYFIELD3 after DLI 01347 ; 01348 ; $FB BGRCOLORDLI 01349 ; 01350 ; Color of BACKGROUND after DLI 01351 ; 01352 ; $0280..$02E9 DSPLST 01353 ; 01354 ; Display List 01355 ; 01356 ; $0300..$03FF PL4DATA 01357 ; 01358 ; PLAYER4 data area 01359 ; 01360 ; $0400..$04FF PL0DATA 01361 ; 01362 ; PLAYER0 data area 01363 ; 01364 ; $0500..$05FF PL1DATA 01365 ; 01366 ; PLAYER1 data area 01367 ; 01368 ; $0600..$06FF PL2DATA 01369 ; 01370 ; PLAYER2 data area 01371 ; 01372 ; $0700..$07FF PL3DATA 01373 ; 01374 ; PLAYER3 data area 01375 ; 01376 ; $0800..$0863 PFMEMROWLO 01377 ; 01378 ; Lookup table of start addresses (low byte) for each row of 01379 ; PLAYFIELD memory, which is located at PFMEM ($1000). The table 01380 ; contains 100 bytes for 100 rows (of which only 99 are shown by 01381 ; the Display List, the PLAYFIELD is 160 x 99 pixels). The 01382 ; addresses grow in increments of 40 (40 bytes = 160 pixels in 01383 ; GRAPHICS7 mode = 1 PLAYFIELD row of pixels). See also PFMEMROWHI 01384 ; ($0864). 01385 ; 01386 ; $0864..$08C7 PFMEMROWHI 01387 ; 01388 ; Lookup table of start addresses (high byte) of each row of 01389 ; PLAYFIELD memory. See also PFMEMROWLO ($0800). 01390 ; 01391 ; $08C9..$0948 GCMEMMAP 01392 ; 01393 ; Galactic Chart memory map (16 columns x 8 rows = 128 bytes) 01394 ; 01395 ; $0949..$0970 PANELTXT 01396 ; 01397 ; Memory of Control Panel Display (bottom text window) in Front 01398 ; view, Aft view, and Long-Range Scan view (20 characters x 2 rows 01399 ; = 40 bytes). 01400 ; 01401 ; $094A VELOCD1 01402 ; 01403 ; First digit (of 2) of the VELOCITY readout in Control Panel 01404 ; Display memory. 01405 ; 01406 ; $0950 KILLCNTD1 01407 ; 01408 ; First digit (of 2) of the KILL COUNTER readout in Control Panel 01409 ; Display memory. 01410 ; 01411 ; $0955 ENERGYD1 01412 ; 01413 ; First digit (of 4) of the ENERGY readout in Control Panel Display 01414 ; memory. 01415 ; 01416 ; $095A TRACKC1 01417 ; 01418 ; Character of the TRACKING readout 'T' or 'C' in Control Panel 01419 ; Display memory. 01420 ; 01421 ; $095C TRACKDIGIT 01422 ; 01423 ; Digit of the TRACKING readout in Control Panel Display memory. It 01424 ; is used to store the index of the currently tracked space object. 01425 ; Used values are: 01426 ; $00 -> Track Zylon ship 0 01427 ; $01 -> Track Zylon ship 1 01428 ; $02 -> Track starbase 01429 ; $03 -> Track Hyperwarp Target Marker 01430 ; 01431 ; $0960 THETAC1 01432 ; 01433 ; First character of the THETA readout in Control Panel Display 01434 ; memory. 01435 ; 01436 ; $0966 PHIC1 01437 ; 01438 ; First character of the PHI readout in Control Panel Display 01439 ; memory. 01440 ; 01441 ; $096C RANGEC1 01442 ; 01443 ; First character of the RANGE readout in Control Panel Display 01444 ; memory. 01445 ; 01446 ; $0971..$09AC GCTXT 01447 ; 01448 ; Memory of Galactic Chart Panel Display (bottom text window) of 01449 ; Galactic Chart view (20 characters x 3 rows = 60 bytes). 01450 ; 01451 ; $097D GCWARPD1 01452 ; 01453 ; First digit (of 4) of the HYPERWARP ENERGY readout in Galactic 01454 ; Chart Panel Display memory. 01455 ; 01456 ; $098D GCTRGCNT 01457 ; 01458 ; First target counter digit (of 2) in Galactic Chart Panel Display 01459 ; memory. 01460 ; 01461 ; $0992 GCSTATPHO 01462 ; 01463 ; Photon Torpedo status letter in Galactic Chart Panel Display 01464 ; memory. Used values are: 01465 ; %00****** -> OK 01466 ; %10****** -> Destroyed 01467 ; %11****** -> Damaged 01468 ; 01469 ; $0993 GCSTATENG 01470 ; 01471 ; Engines status letter in Galactic Chart Panel Display memory. 01472 ; Used values are: 01473 ; %00****** -> OK 01474 ; %10****** -> Destroyed 01475 ; %11****** -> Damaged 01476 ; 01477 ; $0994 GCSTATSHL 01478 ; 01479 ; Shields status letter in Galactic Chart Panel Display memory. 01480 ; Used values are: 01481 ; %00****** -> OK 01482 ; %10****** -> Destroyed 01483 ; %11****** -> Damaged 01484 ; 01485 ; $0995 GCSTATCOM 01486 ; 01487 ; Attack Computer status letter in Galactic Chart Panel Display 01488 ; memory. Used values are: 01489 ; %00****** -> OK 01490 ; %10****** -> Destroyed 01491 ; %11****** -> Damaged 01492 ; 01493 ; $0996 GCSTATLRS 01494 ; 01495 ; Long-Range Scan status letter in Galactic Chart Panel Display 01496 ; memory. Used values are: 01497 ; %00****** -> OK 01498 ; %10****** -> Destroyed 01499 ; %11****** -> Damaged 01500 ; 01501 ; $0997 GCSTATRAD 01502 ; 01503 ; Subspace Radio status letter in Galactic Chart Panel Display 01504 ; memory. Used values are: 01505 ; %00****** -> OK 01506 ; %10****** -> Destroyed 01507 ; %11****** -> Damaged 01508 ; 01509 ; $09A3 GCSTARDAT 01510 ; 01511 ; First (of 5) digits of the star date clock in the Galactic Chart 01512 ; Panel Display memory. 01513 ; 01514 ; $09AD..$09DD ZPOSSIGN 01515 ; 01516 ; Table containing the sign bit (B16) of position vector 01517 ; z-components (z-coordinate) (49 bytes). Bytes 0..4 belong to 01518 ; position vectors of PLAYER space objects (Zylon ships, photon 01519 ; torpedoes, etc.). Bytes 5..48 belong to position vectors of 01520 ; PLAYFIELD space objects (stars, explosion fragments). Used values 01521 ; are: 01522 ; $00 -> Negative sign (behind our starship) 01523 ; $01 -> Positive sign (in front of our starship) 01524 ; 01525 ; See also "ON POSITION VECTORS". 01526 ; 01527 ; $09AD PL0ZPOSSIGN 01528 ; 01529 ; Sign bit (B16) of position vector z-component (z-coordinate) of 01530 ; PLAYER0. Compare ZPOSSIGN ($09AD). See also "ON POSITION 01531 ; VECTORS". 01532 ; 01533 ; $09AE PL1ZPOSSIGN 01534 ; 01535 ; Sign bit (B16) of position vector z-component (z-coordinate) of 01536 ; PLAYER1. Compare ZPOSSIGN ($09AD). See also "ON POSITION 01537 ; VECTORS". 01538 ; 01539 ; $09AF PL2ZPOSSIGN 01540 ; 01541 ; Sign bit (B16) of position vector z-component (z-coordinate) of 01542 ; PLAYER2. Compare ZPOSSIGN ($09AD). See also "ON POSITION 01543 ; VECTORS". 01544 ; 01545 ; $09B0 PL3ZPOSSIGN 01546 ; 01547 ; Sign bit (B16) of position vector z-component (z-coordinate) of 01548 ; PLAYER3. Compare ZPOSSIGN ($09AD). See also "ON POSITION 01549 ; VECTORS". 01550 ; 01551 ; $09B1 PL4ZPOSSIGN 01552 ; 01553 ; Sign bit (B16) of position vector z-component (z-coordinate) of 01554 ; PLAYER4. Compare ZPOSSIGN ($09AD). See also "ON POSITION 01555 ; VECTORS". 01556 ; 01557 ; $09DE..$0A0E XPOSSIGN 01558 ; 01559 ; Table containing the sign bit (B16) of position vector 01560 ; x-components (x-coordinate) (49 bytes). Bytes 0..4 belong to 01561 ; position vectors of PLAYER space objects (Zylon ships, photon 01562 ; torpedoes, etc.). Bytes 5..48 belong to position vectors of 01563 ; PLAYFIELD space objects (stars, explosion fragments). Used values 01564 ; are: 01565 ; $00 -> Negative sign (left) 01566 ; $01 -> Positive sign (right) 01567 ; 01568 ; See also "ON POSITION VECTORS". 01569 ; 01570 ; $09DE PL0XPOSSIGN 01571 ; 01572 ; Sign bit (B16) of position vector x-component (x-coordinate) of 01573 ; PLAYER0. Compare XPOSSIGN ($09DE). See also "ON POSITION 01574 ; VECTORS". 01575 ; 01576 ; $09DF PL1XPOSSIGN 01577 ; 01578 ; Sign bit (B16) of position vector x-component (x-coordinate) of 01579 ; PLAYER1. Compare XPOSSIGN ($09DE). See also "ON POSITION 01580 ; VECTORS". 01581 ; 01582 ; $09E0 PL2XPOSSIGN 01583 ; 01584 ; Sign bit (B16) of position vector x-component (x-coordinate) of 01585 ; PLAYER2. Compare XPOSSIGN ($09DE). See also "ON POSITION 01586 ; VECTORS". 01587 ; 01588 ; $09E1 PL3XPOSSIGN 01589 ; 01590 ; Sign bit (B16) of position vector x-component (x-coordinate) of 01591 ; PLAYER3. Compare XPOSSIGN ($09DE). See also "ON POSITION 01592 ; VECTORS". 01593 ; 01594 ; $09E2 PL4XPOSSIGN 01595 ; 01596 ; Sign bit (B16) of position vector x-component (x-coordinate) of 01597 ; PLAYER4. Compare XPOSSIGN ($09DE). See also "ON POSITION 01598 ; VECTORS". 01599 ; 01600 ; $0A0F..$0A3F YPOSSIGN 01601 ; 01602 ; Table containing the sign bit (B16) of position vector 01603 ; y-components (y-coordinate) (49 bytes). Bytes 0..4 belong to 01604 ; position vectors of PLAYER space objects (Zylon ships, photon 01605 ; torpedoes, etc.). Bytes 5..48 belong to position vectors of 01606 ; PLAYFIELD space objects (stars, explosion fragments). Used values 01607 ; are: 01608 ; $00 -> Negative sign (down) 01609 ; $01 -> Positive sign (up) 01610 ; 01611 ; See also "ON POSITION VECTORS". 01612 ; 01613 ; $0A0F PL0YPOSSIGN 01614 ; 01615 ; Sign bit (B16) of position vector y-component (y-coordinate) of 01616 ; PLAYER0. Compare YPOSSIGN ($0A0F). See also "ON POSITION 01617 ; VECTORS". 01618 ; 01619 ; $0A10 PL1YPOSSIGN 01620 ; 01621 ; Sign bit (B16) of position vector y-component (y-coordinate) of 01622 ; PLAYER1. Compare YPOSSIGN ($0A0F). See also "ON POSITION 01623 ; VECTORS". 01624 ; 01625 ; $0A11 PL2YPOSSIGN 01626 ; 01627 ; Sign bit (B16) of position vector y-component (y-coordinate) of 01628 ; PLAYER2. Compare YPOSSIGN ($0A0F). See also "ON POSITION 01629 ; VECTORS". 01630 ; 01631 ; $0A12 PL3YPOSSIGN 01632 ; 01633 ; Sign bit (B16) of position vector y-component (y-coordinate) of 01634 ; PLAYER3. Compare YPOSSIGN ($0A0F). See also "ON POSITION 01635 ; VECTORS". 01636 ; 01637 ; $0A13 PL4YPOSSIGN 01638 ; 01639 ; Sign bit (B16) of position vector y-component (y-coordinate) of 01640 ; PLAYER4. Compare YPOSSIGN ($0A0F). See also "ON POSITION 01641 ; VECTORS". 01642 ; 01643 ; $0A40..$0A70 ZPOSHI 01644 ; 01645 ; Table containing the high byte (B15..8) of position vector 01646 ; y-components (y-coordinate) (49 bytes). Bytes 0..4 belong to 01647 ; position vectors of PLAYER space objects (Zylon ships, photon 01648 ; torpedoes, etc.). Bytes 5..48 belong to position vectors of 01649 ; PLAYFIELD space objects (stars, explosion fragments). See also 01650 ; "ON POSITION VECTORS". 01651 ; 01652 ; $0A40 PL0ZPOSHI 01653 ; 01654 ; High byte (B15..8) of position vector z-component (z-coordinate) 01655 ; of PLAYER0. Compare ZPOSHI ($0A40). See also "ON POSITION 01656 ; VECTORS". 01657 ; 01658 ; $0A41 PL1ZPOSHI 01659 ; 01660 ; High byte (B15..8) of position vector z-component (z-coordinate) 01661 ; of PLAYER1. Compare ZPOSHI ($0A40). See also "ON POSITION 01662 ; VECTORS". 01663 ; 01664 ; $0A42 PL2ZPOSHI 01665 ; 01666 ; High byte (B15..8) of position vector z-component (z-coordinate) 01667 ; of PLAYER2. Compare ZPOSHI ($0A40). See also "ON POSITION 01668 ; VECTORS". 01669 ; 01670 ; $0A43 PL3ZPOSHI 01671 ; 01672 ; High byte (B15..8) of position vector z-component (z-coordinate) 01673 ; of PLAYER3. Compare ZPOSHI ($0A40). See also "ON POSITION 01674 ; VECTORS". 01675 ; 01676 ; $0A44 PL4ZPOSHI 01677 ; 01678 ; High byte (B15..8) of position vector z-component (z-coordinate) 01679 ; of PLAYER4. Compare ZPOSHI ($0A40). See also "ON POSITION 01680 ; VECTORS". 01681 ; 01682 ; $0A71..$0AA1 XPOSHI 01683 ; 01684 ; Table containing the high byte (B15..8) of position vector 01685 ; x-components (x-coordinate) (49 bytes). Bytes 0..4 belong to 01686 ; position vectors of PLAYER space objects (Zylon ships, photon 01687 ; torpedoes, etc.). Bytes 5..48 belong to position vectors of 01688 ; PLAYFIELD space objects (stars, explosion fragments). See also 01689 ; "ON POSITION VECTORS". 01690 ; 01691 ; $0A71 PL0XPOSHI 01692 ; 01693 ; High byte (B15..8) of position vector x-component (x-coordinate) 01694 ; of PLAYER0. Compare XPOSHI ($0A71). See also "ON POSITION 01695 ; VECTORS". 01696 ; 01697 ; $0A72 PL1XPOSHI 01698 ; 01699 ; High byte (B15..8) of position vector x-component (x-coordinate) 01700 ; of PLAYER1. Compare XPOSHI ($0A71). See also "ON POSITION 01701 ; VECTORS". 01702 ; 01703 ; $0A73 PL2XPOSHI 01704 ; 01705 ; High byte (B15..8) of position vector x-component (x-coordinate) 01706 ; of PLAYER2. Compare XPOSHI ($0A71). See also "ON POSITION 01707 ; VECTORS". 01708 ; 01709 ; $0A74 PL3XPOSHI 01710 ; 01711 ; High byte (B15..8) of position vector x-component (x-coordinate) 01712 ; of PLAYER3. Compare XPOSHI ($0A71). See also "ON POSITION 01713 ; VECTORS". 01714 ; 01715 ; $0A75 PL4XPOSHI 01716 ; 01717 ; High byte (B15..8) of position vector x-component (x-coordinate) 01718 ; of PLAYER4. Compare XPOSHI ($0A71). See also "ON POSITION 01719 ; VECTORS". 01720 ; 01721 ; $0AA2..$0AD2 YPOSHI 01722 ; 01723 ; Table containing the high byte (B15..8) of position vector 01724 ; y-components (y-coordinate) (49 bytes). Bytes 0..4 belong to 01725 ; position vectors of PLAYER space objects (Zylon ships, photon 01726 ; torpedoes, etc.). Bytes 5..48 belong to position vectors of 01727 ; PLAYFIELD space objects (stars, explosion fragments). See also 01728 ; "ON POSITION VECTORS". 01729 ; 01730 ; $0AA2 PL0YPOSHI 01731 ; 01732 ; High byte (B15..8) of position vector y-component (y-coordinate) 01733 ; of PLAYER0. Compare YPOSHI ($0AA2). See also "ON POSITION 01734 ; VECTORS". 01735 ; 01736 ; $0AA3 PL1YPOSHI 01737 ; 01738 ; High byte (B15..8) of position vector y-component (y-coordinate) 01739 ; of PLAYER1. Compare YPOSHI ($0AA2). See also "ON POSITION 01740 ; VECTORS". 01741 ; 01742 ; $0AA4 PL2YPOSHI 01743 ; 01744 ; High byte (B15..8) of position vector y-component (y-coordinate) 01745 ; of PLAYER2. Compare YPOSHI ($0AA2). See also "ON POSITION 01746 ; VECTORS". 01747 ; 01748 ; $0AA5 PL3YPOSHI 01749 ; 01750 ; High byte (B15..8) of position vector y-component (y-coordinate) 01751 ; of PLAYER3. Compare YPOSHI ($0AA2). See also "ON POSITION 01752 ; VECTORS". 01753 ; 01754 ; $0AA6 PL4YPOSHI 01755 ; 01756 ; High byte (B15..8) of position vector y-component (y-coordinate) 01757 ; of PLAYER4. Compare YPOSHI ($0AA2). See also "ON POSITION 01758 ; VECTORS". 01759 ; 01760 ; $0AD3..$0B03 ZPOSLO 01761 ; 01762 ; Table containing the low byte (B7..0) of position vector 01763 ; z-components (z-coordinate) (49 bytes). Bytes 0..4 belong to 01764 ; position vectors of PLAYER space objects (Zylon ships, photon 01765 ; torpedoes, etc.). Bytes 5..48 belong to position vectors of 01766 ; PLAYFIELD space objects (stars, explosion fragments). See also 01767 ; "ON POSITION VECTORS". 01768 ; 01769 ; $0AD3 PL0ZPOSLO 01770 ; 01771 ; Low byte (B7..0) of position vector z-component (z-coordinate) of 01772 ; PLAYER0. Compare ZPOSLO ($0AD3). See also "ON POSITION VECTORS". 01773 ; 01774 ; $0AD4 PL1ZPOSLO 01775 ; 01776 ; Low byte (B7..0) of position vector z-component (z-coordinate) of 01777 ; PLAYER1. Compare ZPOSLO ($0AD3). See also "ON POSITION VECTORS". 01778 ; 01779 ; $0AD5 PL2ZPOSLO 01780 ; 01781 ; Low byte (B7..0) of position vector z-component (z-coordinate) of 01782 ; PLAYER2. Compare ZPOSLO ($0AD3). See also "ON POSITION VECTORS". 01783 ; 01784 ; $0AD6 PL3ZPOSLO 01785 ; 01786 ; Low byte (B7..0) of position vector z-component (z-coordinate) of 01787 ; PLAYER3. Compare ZPOSLO ($0AD3). See also "ON POSITION VECTORS". 01788 ; 01789 ; $0AD7 PL4ZPOSLO 01790 ; 01791 ; Low byte (B7..0) of position vector z-component (z-coordinate) of 01792 ; PLAYER4. Compare ZPOSLO ($0AD3). See also "ON POSITION VECTORS". 01793 ; 01794 ; $0B04..$0B34 XPOSLO 01795 ; 01796 ; Table containing the low byte (B7..0) of position vector 01797 ; x-components (x-coordinate) (49 bytes). Bytes 0..4 belong to 01798 ; position vectors of PLAYER space objects (Zylon ships, photon 01799 ; torpedoes, etc.). Bytes 5..48 belong to position vectors of 01800 ; PLAYFIELD space objects (stars, explosion fragments). See also 01801 ; "ON POSITION VECTORS". 01802 ; 01803 ; $0B04 PL0XPOSLO 01804 ; 01805 ; Low byte (B7..0) of position vector x-component (x-coordinate) of 01806 ; PLAYER0. Compare XPOSLO ($0B04). See also "ON POSITION VECTORS". 01807 ; 01808 ; $0B05 PL1XPOSLO 01809 ; 01810 ; Low byte (B7..0) of position vector x-component (x-coordinate) of 01811 ; PLAYER1. Compare XPOSLO ($0B04). See also "ON POSITION VECTORS". 01812 ; 01813 ; $0B06 PL2XPOSLO 01814 ; 01815 ; Low byte (B7..0) of position vector x-component (x-coordinate) of 01816 ; PLAYER2. Compare XPOSLO ($0B04). See also "ON POSITION VECTORS". 01817 ; 01818 ; $0B07 PL3XPOSLO 01819 ; 01820 ; Low byte (B7..0) of position vector x-component (x-coordinate) of 01821 ; PLAYER3. Compare XPOSLO ($0B04). See also "ON POSITION VECTORS". 01822 ; 01823 ; $0B08 PL4XPOSLO 01824 ; 01825 ; Low byte (B7..0) of position vector x-component (x-coordinate) of 01826 ; PLAYER4. Compare XPOSLO ($0B04). See also "ON POSITION VECTORS". 01827 ; 01828 ; $0B35..$0B65 YPOSLO 01829 ; 01830 ; Table containing the low byte (B7..0) of position vector 01831 ; y-components (y-coordinate) (49 bytes). Bytes 0..4 belong to 01832 ; position vectors of PLAYER space objects (Zylon ships, photon 01833 ; torpedoes, etc.). Bytes 5..48 belong to position vectors of 01834 ; PLAYFIELD space objects (stars, explosion fragments). See also 01835 ; "ON POSITION VECTORS". 01836 ; 01837 ; $0B35 PL0YPOSLO 01838 ; 01839 ; Low byte (B7..0) of position vector y-component (y-coordinate) of 01840 ; PLAYER0. Compare YPOSLO ($0B35). See also "ON POSITION VECTORS". 01841 ; 01842 ; $0B36 PL1YPOSLO 01843 ; 01844 ; Low byte (B7..0) of position vector y-component (y-coordinate) of 01845 ; PLAYER1. Compare YPOSLO ($0B35). See also "ON POSITION VECTORS". 01846 ; 01847 ; $0B37 PL2YPOSLO 01848 ; 01849 ; Low byte (B7..0) of position vector y-component (y-coordinate) of 01850 ; PLAYER2. Compare YPOSLO ($0B35). See also "ON POSITION VECTORS". 01851 ; 01852 ; $0B38 PL3YPOSLO 01853 ; 01854 ; Low byte (B7..0) of position vector y-component (y-coordinate) of 01855 ; PLAYER3. Compare YPOSLO ($0B35). See also "ON POSITION VECTORS". 01856 ; 01857 ; $0B39 PL4YPOSLO 01858 ; 01859 ; Low byte (B7..0) of position vector y-component (y-coordinate) of 01860 ; PLAYER4. Compare YPOSLO ($0B35). See also "ON POSITION VECTORS". 01861 ; 01862 ; $0B66..$0B96 ZVEL 01863 ; 01864 ; Table containing velocity vector z-components (z-velocities) (49 01865 ; bytes). Bytes 0..4 belong to velocity vectors of PLAYER space 01866 ; objects (Zylon ships, photon torpedoes, etc.). Bytes 5..48 belong 01867 ; to velocity vectors of PLAYFIELD space objects (stars, explosion 01868 ; fragments). Each z-velocity is stored in the binary format 01869 ; %sxxxxxxx where 01870 ; %s = 0 -> Positive sign (moving in flight direction) 01871 ; %s = 1 -> Negative sign (moving in reverse flight direction) 01872 ; %xxxxxxx -> Unsigned 7-bit velocity value in 01873 ; 01874 ; See also "ON VELOCITY VECTORS". 01875 ; 01876 ; $0B66 PL0ZVEL 01877 ; 01878 ; Velocity vector z-component (z-velocity) of PLAYER0. Compare ZVEL 01879 ; ($0B66). See also "ON VELOCITY VECTORS". 01880 ; 01881 ; $0B67 PL1ZVEL 01882 ; 01883 ; Velocity vector z-component (z-velocity) of PLAYER1. Compare ZVEL 01884 ; ($0B66). See also "ON VELOCITY VECTORS". 01885 ; 01886 ; $0B68 PL2ZVEL 01887 ; 01888 ; Velocity vector z-component (z-velocity) of PLAYER2. Compare ZVEL 01889 ; ($0B66). See also "ON VELOCITY VECTORS". 01890 ; 01891 ; $0B69 PL3ZVEL 01892 ; 01893 ; Velocity vector z-component (z-velocity) of PLAYER3. Compare ZVEL 01894 ; ($0B66). See also "ON VELOCITY VECTORS". 01895 ; 01896 ; $0B6A PL4ZVEL 01897 ; 01898 ; Velocity vector z-component (z-velocity) of PLAYER4. Compare ZVEL 01899 ; ($0B66). See also "ON VELOCITY VECTORS". 01900 ; 01901 ; $0B97..$0BC7 XVEL 01902 ; 01903 ; Table containing velocity vector x-components (x-velocities) (49 01904 ; bytes). Bytes 0..4 belong to velocity vectors of PLAYER space 01905 ; objects (Zylon ships, photon torpedoes, etc.). Bytes 5..48 belong 01906 ; to velocity vectors of PLAYFIELD space objects (stars, explosion 01907 ; fragments). Each x-velocity is stored in the binary format 01908 ; %sxxxxxxx where 01909 ; %s = 0 -> Positive sign (moving to the right) 01910 ; %s = 1 -> Negative sign (moving to the left) 01911 ; %xxxxxxx -> Unsigned 7-bit velocity value in 01912 ; 01913 ; See also "ON VELOCITY VECTORS". 01914 ; 01915 ; $0B97 PL0XVEL 01916 ; 01917 ; Velocity vector x-component (x-velocity) of PLAYER0. Compare XVEL 01918 ; ($0B97). See also "ON VELOCITY VECTORS". 01919 ; 01920 ; $0B98 PL1XVEL 01921 ; 01922 ; Velocity vector x-component (x-velocity) of PLAYER1. Compare XVEL 01923 ; ($0B97). See also "ON VELOCITY VECTORS". 01924 ; 01925 ; $0B99 PL2XVEL 01926 ; 01927 ; Velocity vector x-component (x-velocity) of PLAYER2. Compare XVEL 01928 ; ($0B97). See also "ON VELOCITY VECTORS". 01929 ; 01930 ; $0B9A PL3XVEL 01931 ; 01932 ; Velocity vector x-component (x-velocity) of PLAYER3. Compare XVEL 01933 ; ($0B97). See also "ON VELOCITY VECTORS". 01934 ; 01935 ; $0B9B PL4XVEL 01936 ; 01937 ; Velocity vector x-component (x-velocity) of PLAYER4. Compare XVEL 01938 ; ($0B97). See also "ON VELOCITY VECTORS". 01939 ; 01940 ; $0BC8..$0BF8 YVEL 01941 ; 01942 ; Table containing velocity vector y-components (y-velocities) (49 01943 ; bytes). Bytes 0..4 belong to velocity vectors of PLAYER space 01944 ; objects (Zylon ships, photon torpedoes, etc.). Bytes 5..48 belong 01945 ; to velocity vectors of PLAYFIELD space objects (stars, explosion 01946 ; fragments). Each y-velocity is stored in the binary format 01947 ; %sxxxxxxx where 01948 ; %s = 0 -> Positive sign (moving up) 01949 ; %s = 1 -> Negative sign (moving down) 01950 ; %xxxxxxx -> Unsigned 7-bit velocity value in 01951 ; 01952 ; See also "ON VELOCITY VECTORS". 01953 ; 01954 ; $0BC8 PL0YVEL 01955 ; 01956 ; Velocity vector y-component (y-velocity) of PLAYER0. Compare YVEL 01957 ; ($0BC8). See also "ON VELOCITY VECTORS". 01958 ; 01959 ; $0BC9 PL1YVEL 01960 ; 01961 ; Velocity vector y-component (y-velocity) of PLAYER1. Compare YVEL 01962 ; ($0BC8). See also "ON VELOCITY VECTORS". 01963 ; 01964 ; $0BCA PL2YVEL 01965 ; 01966 ; Velocity vector y-component (y-velocity) of PLAYER2. Compare YVEL 01967 ; ($0BC8). See also "ON VELOCITY VECTORS". 01968 ; 01969 ; $0BCB PL3YVEL 01970 ; 01971 ; Velocity vector y-component (y-velocity) of PLAYER3. Compare YVEL 01972 ; ($0BC8). See also "ON VELOCITY VECTORS". 01973 ; 01974 ; $0BCC PL4YVEL 01975 ; 01976 ; Velocity vector y-component (y-velocity) of PLAYER4. Compare YVEL 01977 ; ($0BC8). See also "ON VELOCITY VECTORS". 01978 ; 01979 ; $0BF9..$0C29 PIXELROWNEW 01980 ; 01981 ; Table containing the new pixel row number of space objects (49 01982 ; bytes). Bytes 0..4 belong to PLAYER space objects and contain 01983 ; Player/Missile (PM) pixel row numbers. They are counted from 01984 ; vertical PM position 0, which is offscreen. Bytes 5..48 belong to 01985 ; PLAYFIELD space objects (stars, explosion fragments) and contain 01986 ; PLAYFIELD pixel row numbers. They are counted from the top border 01987 ; of the PLAYFIELD and have values of 0..99. See also PIXELROW 01988 ; ($0C5B). 01989 ; 01990 ; $0BF9 PL0ROWNEW 01991 ; 01992 ; New pixel row number of PLAYER0 in Player/Missile pixels. See 01993 ; also PIXELROWNEW ($0BF9). 01994 ; 01995 ; $0BFA PL1ROWNEW 01996 ; 01997 ; New pixel row number of PLAYER1 in Player/Missile pixels. See 01998 ; also PIXELROWNEW ($0BF9). 01999 ; 02000 ; $0BFB PL2ROWNEW 02001 ; 02002 ; New pixel row number of PLAYER2 in Player/Missile pixels. See 02003 ; also PIXELROWNEW ($0BF9). 02004 ; 02005 ; $0BFC PL3ROWNEW 02006 ; 02007 ; New pixel row number of PLAYER3 in Player/Missile pixels. See 02008 ; also PIXELROWNEW ($0BF9). 02009 ; 02010 ; $0BFD PL4ROWNEW 02011 ; 02012 ; New pixel row number of PLAYER4 in Player/Missile pixels. See 02013 ; also PIXELROWNEW ($0BF9). 02014 ; 02015 ; $0C2A..$0C5A PIXELCOLUMN 02016 ; 02017 ; Table containing the pixel column number of space objects (49 02018 ; bytes). Bytes 0..4 belong to PLAYER space objects and contain 02019 ; Player/Missile (PM) pixel column numbers. They are counted from 02020 ; horizontal PM position 0, which is offscreen. Bytes 5..48 belong 02021 ; to PLAYFIELD space objects (stars, explosion fragments) and 02022 ; contain PLAYFIELD pixel column numbers. They are counted from the 02023 ; left border of the PLAYFIELD and have values of 0..159. 02024 ; 02025 ; $0C2A PL0COLUMN 02026 ; 02027 ; Pixel column number of PLAYER0 in Player/Missile pixels. See also 02028 ; PIXELCOLUMN ($0C2A). 02029 ; 02030 ; $0C2B PL1COLUMN 02031 ; 02032 ; Pixel column number of PLAYER1 in Player/Missile pixels. See also 02033 ; PIXELCOLUMN ($0C2A). 02034 ; 02035 ; $0C2C PL2COLUMN 02036 ; 02037 ; Pixel column number of PLAYER2 in Player/Missile pixels. See also 02038 ; PIXELCOLUMN ($0C2A). 02039 ; 02040 ; $0C2D PL3COLUMN 02041 ; 02042 ; Pixel column number of PLAYER3 in Player/Missile pixels. See also 02043 ; PIXELCOLUMN ($0C2A). 02044 ; 02045 ; $0C2E PL4COLUMN 02046 ; 02047 ; Pixel column number of PLAYER4 in Player/Missile pixels. See also 02048 ; PIXELCOLUMN ($0C2A). 02049 ; 02050 ; $0C5B..$0C8B PIXELROW 02051 ; 02052 ; Table containing the pixel row number of space objects (49 02053 ; bytes). Bytes 0..4 belong to PLAYER space objects and contain 02054 ; Player/Missile (PM) pixel row numbers. They are counted from 02055 ; vertical PM position 0, which is offscreen. Bytes 5..48 belong to 02056 ; PLAYFIELD space objects (stars, explosion fragments) and contain 02057 ; PLAYFIELD pixel row numbers. They are counted from the top border 02058 ; of the PLAYFIELD and have values of 0..99. See also PIXELROWNEW 02059 ; ($0BF9). 02060 ; 02061 ; $0C5B PL0ROW 02062 ; 02063 ; Pixel row number of PLAYER0 in Player/Missile pixels. See also 02064 ; PIXELROW ($0C5B). 02065 ; 02066 ; $0C5C PL1ROW 02067 ; 02068 ; Pixel row number of PLAYER1 in Player/Missile pixels. See also 02069 ; PIXELROW ($0C5B). 02070 ; 02071 ; $0C5D PL2ROW 02072 ; 02073 ; Pixel row number of PLAYER2 in Player/Missile pixels. See also 02074 ; PIXELROW ($0C5B). 02075 ; 02076 ; $0C5E PL3ROW 02077 ; 02078 ; Pixel row number of PLAYER3 in Player/Missile pixels. See also 02079 ; PIXELROW ($0C5B). 02080 ; 02081 ; $0C5F PL4ROW 02082 ; 02083 ; Pixel row number of PLAYER4 in Player/Missile pixels. See also 02084 ; PIXELROW ($0C5B). 02085 ; 02086 ; $0C8C..$0CBC PIXELBYTEOFF 02087 ; 02088 ; Table containing a byte offset into PLAYFIELD memory for each 02089 ; PLAYFIELD space object (stars, explosion fragments) (49 bytes): 02090 ; the number of bytes from the start of the PLAYFIELD row to the 02091 ; byte containing the space object pixel in the same PLAYFIELD row. 02092 ; In other words, the pixel column modulo 4 (1 byte = 4 GRAPHICS7 02093 ; pixels). 02094 ; 02095 ; NOTE: Only bytes 5..48 are used for PLAYFIELD space objects in 02096 ; this way. Bytes 0..4 are used differently. See PL0SHAPTYPE 02097 ; ($0C8C)..PL4SHAPTYPE ($0C90). 02098 ; 02099 ; $0C8C PL0SHAPTYPE 02100 ; 02101 ; Shape type of PLAYER0. Used to index the PLAYER's set of shape 02102 ; cells in tables PLSHAPOFFTAB ($BE2F) and PLSHPHEIGHTTAB ($BE7F). 02103 ; Used values are: 02104 ; $00 -> PHOTON TORPEDO 02105 ; $10 -> ZYLON FIGHTER 02106 ; $20 -> STARBASE RIGHT 02107 ; $30 -> STARBASE CENTER 02108 ; $40 -> STARBASE LEFT 02109 ; $50 -> TRANSFER VESSEL 02110 ; $60 -> METEOR 02111 ; $70 -> ZYLON CRUISER 02112 ; $80 -> ZYLON BASESTAR 02113 ; $90 -> HYPERWARP TARGET MARKER 02114 ; 02115 ; $0C8D PL1SHAPTYPE 02116 ; 02117 ; Shape type of PLAYER1. Compare PL0SHAPTYPE ($0C8C). 02118 ; 02119 ; $0C8E PL2SHAPTYPE 02120 ; 02121 ; Shape type of PLAYER2. Compare PL0SHAPTYPE ($0C8C). 02122 ; 02123 ; $0C8F PL3SHAPTYPE 02124 ; 02125 ; Shape type of PLAYER3. Compare PL0SHAPTYPE ($0C8C). 02126 ; 02127 ; $0C90 PL4SHAPTYPE 02128 ; 02129 ; Shape type of PLAYER4. Compare PL0SHAPTYPE ($0C8C). 02130 ; 02131 ; $0CBD..$0CED PIXELSAVE 02132 ; 02133 ; Table containing the byte of PLAYFIELD memory before drawing the 02134 ; PLAYFIELD space object pixel into it (star, explosion fragments), 02135 ; for each PLAYFIELD space object (49 bytes). 02136 ; 02137 ; NOTE: Only bytes 5..48 are used for PLAYFIELD space objects in 02138 ; this way. Bytes 0..4 are used differently. See PL0HEIGHT 02139 ; ($0CBD)..PL4HEIGHT ($0CC1). 02140 ; 02141 ; $0CBD PL0HEIGHT 02142 ; 02143 ; Shape height of PLAYER0 02144 ; 02145 ; $0CBE PL1HEIGHT 02146 ; 02147 ; Shape height of PLAYER1 02148 ; 02149 ; $0CBF PL2HEIGHT 02150 ; 02151 ; Shape height of PLAYER2 02152 ; 02153 ; $0CC0 PL3HEIGHT 02154 ; 02155 ; Shape height of PLAYER3 02156 ; 02157 ; $0CC1 PL4HEIGHT 02158 ; 02159 ; Shape height of PLAYER4 02160 ; 02161 ; $0CEE..$0D1E PIXELBYTE 02162 ; 02163 ; Table containing a 1-byte bit pattern for 4 pixels in the color 02164 ; of the space object's pixel, for each PLAYFIELD space object (49 02165 ; bytes). 02166 ; 02167 ; NOTE: Only bytes 5..48 are used for PLAYFIELD space objects in 02168 ; this way. Bytes 0..4 are used differently. See PL0HEIGHTNEW 02169 ; ($0CEE)..PL4HEIGHTNEW ($0CF2). 02170 ; 02171 ; $0CEE PL0HEIGHTNEW 02172 ; 02173 ; New shape height of PLAYER0 02174 ; 02175 ; $0CEF PL1HEIGHTNEW 02176 ; 02177 ; New shape height of PLAYER1 02178 ; 02179 ; $0CF0 PL2HEIGHTNEW 02180 ; 02181 ; New shape height of PLAYER2 02182 ; 02183 ; $0CF1 PL3HEIGHTNEW 02184 ; 02185 ; New shape height of PLAYER3 02186 ; 02187 ; $0CF2 PL4HEIGHTNEW 02188 ; 02189 ; New shape height of PLAYER4 02190 ; 02191 ; $0D1F..$0D32 TITLETXT 02192 ; 02193 ; Title text line, contains ATASCII-coded characters (20 bytes) 02194 ; 02195 ; $0D35..$0DE8 GCPFMEM 02196 ; 02197 ; Galactic Chart PLAYFIELD memory (20 characters x 9 rows = 180 02198 ; bytes) 02199 ; 02200 ; $0DE9..$0EE8 MAPTO80 02201 ; 02202 ; Lookup table to convert values in $00..$FF to values of 0..80 02203 ; (255 bytes). Used to map position vector components (coordinates) 02204 ; to pixel row or column numbers relative to the PLAYFIELD center. 02205 ; 02206 ; $0EE9..$0FE8 MAPTOBCD99 02207 ; 02208 ; Lookup table to convert values in $00..$FF to BCD-values of 02209 ; 00..99 (255 bytes). Used in subroutines UPDPANEL ($B804) and 02210 ; SHOWDIGITS ($B8CD) to convert values to a 2-digit decimal readout 02211 ; value of the Control Panel Display. 02212 ; 02213 ; $1000..$1F77 PFMEM 02214 ; 02215 ; PLAYFIELD graphics memory (40 bytes x 100 rows = 4000 bytes, 1 02216 ; byte stores 4 pixels, 40 bytes = 160 pixels in GRAPHICS7 mode = 1 02217 ; PLAYFIELD row of pixels). 02218 ; 02219 ; NOTE: The Display List displays only PLAYFIELD rows 0..98. 02220 02221 ;******************************************************************************* 02222 ;* * 02223 ;* S Y S T E M S Y M B O L S * 02224 ;* * 02225 ;******************************************************************************* 02226 =0200 02227 VDSLST = $0200 ; Display List Interrupt (DLI) vector =0216 02228 VIMIRQ = $0216 ; Interrupt request (IRQ) immediate vector =0222 02229 VVBLKI = $0222 ; Vertical blank immediate vector =D000 02230 HPOSP0 = $D000 ; Horizontal position of PLAYER0 =D001 02231 HPOSP1 = $D001 ; Horizontal position of PLAYER1 =D002 02232 HPOSP2 = $D002 ; Horizontal position of PLAYER2 =D003 02233 HPOSP3 = $D003 ; Horizontal position of PLAYER3 =D004 02234 HPOSM0 = $D004 ; Horizontal position of MISSILE0 =D005 02235 HPOSM1 = $D005 ; Horizontal position of MISSILE1 =D006 02236 HPOSM2 = $D006 ; Horizontal position of MISSILE2 =D007 02237 HPOSM3 = $D007 ; Horizontal position of MISSILE3 =D008 02238 M0PL = $D008 ; MISSILE0 to PLAYER collisions =D009 02239 M1PL = $D009 ; MISSILE1 to PLAYER collisions =D00A 02240 M2PL = $D00A ; MISSILE2 to PLAYER collisions =D00B 02241 M3PL = $D00B ; MISSILE3 to PLAYER collisions =D00F 02242 P3PL = $D00F ; PLAYER3 to PLAYER collisions =D010 02243 TRIG0 = $D010 ; Joystick 0 trigger =D012 02244 COLPM0 = $D012 ; Color and brightness of PLAYER0 =D016 02245 COLPF0 = $D016 ; Color and brightness of PLAYFIELD0 =D01B 02246 PRIOR = $D01B ; Priority selection register =D01D 02247 GRACTL = $D01D ; Graphics control register =D01E 02248 HITCLR = $D01E ; Clear collision register =D01F 02249 CONSOL = $D01F ; Function keys register =D200 02250 AUDF1 = $D200 ; Audio channel 1 frequency =D202 02251 AUDF2 = $D202 ; Audio channel 2 frequency =D203 02252 AUDC2 = $D203 ; Audio channel 2 control =D204 02253 AUDF3 = $D204 ; Audio channel 3 frequency =D205 02254 AUDC3 = $D205 ; Audio channel 3 control =D206 02255 AUDF4 = $D206 ; Audio channel 4 frequency =D207 02256 AUDC4 = $D207 ; Audio channel 4 control =D208 02257 AUDCTL = $D208 ; Audio control =D209 02258 KBCODE = $D209 ; Keyboard code =D209 02259 STIMER = $D209 ; Start POKEY timers =D20A 02260 RANDOM = $D20A ; Random number generator =D20E 02261 IRQEN = $D20E ; Interrupt request (IRQ) enable =D20F 02262 SKCTL = $D20F ; Serial port control =D300 02263 PORTA = $D300 ; Port A =D302 02264 PACTL = $D302 ; Port A control =D400 02265 DMACTL = $D400 ; Direct Memory Access (DMA) control =D402 02266 DLIST = $D402 ; Display List pointer =D407 02267 PMBASE = $D407 ; Player/Missile base address (high byte) =D409 02268 CHBASE = $D409 ; Character set base address (high byte) =D40A 02269 WSYNC = $D40A ; Wait for horizontal synchronization =D40B 02270 VCOUNT = $D40B ; Vertical line counter =D40E 02271 NMIEN = $D40E ; Non-maskable interrupt (NMI) enable =E000 02272 ROMCHARSET = $E000 ; ROM character set 02273 02274 ;******************************************************************************* 02275 ;* * 02276 ;* G A M E S Y M B O L S * 02277 ;* * 02278 ;******************************************************************************* 02279 =0062 02280 MISSIONLEVEL = $62 =0063 02281 FKEYCODE = $63 =0064 02282 ISDEMOMODE = $64 =0065 02283 NEWTITLEPHR = $65 =0066 02284 IDLECNTHI = $66 =0067 02285 ISVBISYNC = $67 =0068 02286 MEMPTR = $68 02287 =006A 02288 DIVIDEND = $6A =006D 02289 JOYSTICKDELTA = $6D 02290 02291 =0070 02292 VELOCITYLO = $70 =0071 02293 NEWVELOCITY = $71 =0072 02294 COUNT8 = $72 =0073 02295 EXPLLIFE = $73 =0074 02296 CLOCKTIM = $74 =0075 02297 DOCKSTATE = $75 =0076 02298 COUNT256 = $76 =0077 02299 IDLECNTLO = $77 =0078 02300 ZYLONUNITTIM = $78 =0079 02301 MAXSPCOBJIND = $79 =007A 02302 OLDMAXSPCOBJIND = $7A =007B 02303 ISSTARBASESECT = $7B =007C 02304 ISTRACKCOMPON = $7C =007D 02305 DRAINSHIELDS = $7D =007E 02306 DRAINATTCOMP = $7E =007F 02307 ENERGYCNT = $7F =0080 02308 DRAINENGINES = $80 =0081 02309 SHIELDSCOLOR = $81 =0082 02310 PL3HIT = $82 =0083 02311 PL4HIT = $83 =0084 02312 OLDTRIG0 = $84 02313 =0086 02314 ISTRACKING = $86 =0087 02315 BARRELNR = $87 =0088 02316 LOCKONLIFE = $88 =0089 02317 PLTRACKED = $89 =008A 02318 HITBADNESS = $8A =008B 02319 REDALERTLIFE = $8B =008C 02320 WARPDEPRROW = $8C =008D 02321 WARPDEPRCOLUMN = $8D =008E 02322 WARPARRVROW = $8E =008F 02323 WARPARRVCOLUMN = $8F =0090 02324 CURRSECTOR = $90 =0091 02325 WARPENERGY = $91 =0092 02326 ARRVSECTOR = $92 =0093 02327 HUNTSECTOR = $93 =0094 02328 HUNTSECTCOLUMN = $94 =0095 02329 HUNTSECTROW = $95 =0096 02330 NEWZYLONDIST = $96 =009E 02331 OLDZYLONDIST = $9E =009F 02332 HUNTTIM = $9F =00A0 02333 BLIPCOLUMN = $A0 =00A1 02334 BLIPROW = $A1 =00A2 02335 BLIPCYCLECNT = $A2 =00A3 02336 ISINLOCKON = $A3 =00A4 02337 DIRLEN = $A4 =00A5 02338 PENROW = $A5 =00A6 02339 PENCOLUMN = $A6 =00A7 02340 CTRLDZYLON = $A7 =00A8 02341 ZYLONFLPAT0 = $A8 =00A9 02342 ZYLONFLPAT1 = $A9 =00AA 02343 MILESTTIM0 = $AA =00AB 02344 MILESTTIM1 = $AB =00AC 02345 MILESTVELINDZ0 = $AC =00AD 02346 MILESTVELINDZ1 = $AD =00AE 02347 MILESTVELINDX0 = $AE =00AF 02348 MILESTVELINDX1 = $AF =00B0 02349 MILESTVELINDY0 = $B0 =00B1 02350 MILESTVELINDY1 = $B1 =00B2 02351 ZYLONVELINDZ0 = $B2 =00B3 02352 ZYLONVELINDZ1 = $B3 =00B4 02353 ZYLONVELINDX0 = $B4 =00B5 02354 ZYLONVELINDX1 = $B5 =00B6 02355 ZYLONVELINDY0 = $B6 =00B7 02356 ZYLONVELINDY1 = $B7 =00B8 02357 ISBACKATTACK0 = $B8 =00B9 02358 ISBACKATTACK1 = $B9 =00BA 02359 ZYLONTIMX0 = $BA =00BB 02360 ZYLONTIMX1 = $BB =00BC 02361 ZYLONTIMY0 = $BC =00BD 02362 ZYLONTIMY1 = $BD =00BE 02363 TORPEDODELAY = $BE =00BF 02364 ZYLONATTACKER = $BF =00C0 02365 WARPSTATE = $C0 =00C1 02366 VELOCITYHI = $C1 =00C2 02367 TRAILDELAY = $C2 =00C3 02368 TRAILIND = $C3 =00C4 02369 WARPTEMPCOLUMN = $C4 =00C5 02370 WARPTEMPROW = $C5 =00C6 02371 VEERMASK = $C6 =00C7 02372 VICINITYMASK = $C7 =00C8 02373 JOYSTICKX = $C8 =00C9 02374 JOYSTICKY = $C9 =00CA 02375 KEYCODE = $CA =00CB 02376 SCORE = $CB =00CD 02377 SCOREDRANKIND = $CD =00CE 02378 SCOREDCLASSIND = $CE =00CF 02379 TITLELIFE = $CF =00D0 02380 SHIPVIEW = $D0 =00D1 02381 TITLEPHR = $D1 =00D2 02382 BEEPFRQIND = $D2 =00D3 02383 BEEPREPEAT = $D3 =00D4 02384 BEEPTONELIFE = $D4 =00D5 02385 BEEPPAUSELIFE = $D5 =00D6 02386 BEEPPRIORITY = $D6 =00D7 02387 BEEPFRQSTART = $D7 =00D8 02388 BEEPLIFE = $D8 =00D9 02389 BEEPTOGGLE = $D9 =00DA 02390 NOISETORPTIM = $DA =00DB 02391 NOISEEXPLTIM = $DB =00DC 02392 NOISEAUDC2 = $DC =00DD 02393 NOISEAUDC3 = $DD =00DE 02394 NOISEAUDF1 = $DE =00DF 02395 NOISEAUDF2 = $DF =00E0 02396 NOISEFRQINC = $E0 =00E1 02397 NOISELIFE = $E1 =00E2 02398 NOISEZYLONTIM = $E2 =00E3 02399 NOISEHITLIFE = $E3 =00E4 02400 PL0SHAPOFF = $E4 =00E5 02401 PL1SHAPOFF = $E5 =00E6 02402 PL2SHAPOFF = $E6 =00E7 02403 PL3SHAPOFF = $E7 =00E8 02404 PL4SHAPOFF = $E8 =00E9 02405 PL0LIFE = $E9 =00EA 02406 PL1LIFE = $EA =00EB 02407 PL2LIFE = $EB =00EC 02408 PL3LIFE = $EC =00ED 02409 PL4LIFE = $ED =00EE 02410 PL0COLOR = $EE =00EF 02411 PL1COLOR = $EF =00F0 02412 PL2COLOR = $F0 =00F1 02413 PL3COLOR = $F1 =00F2 02414 PF0COLOR = $F2 =00F3 02415 PF1COLOR = $F3 =00F4 02416 PF2COLOR = $F4 =00F5 02417 PF3COLOR = $F5 =00F6 02418 BGRCOLOR = $F6 =00F7 02419 PF0COLORDLI = $F7 =00F8 02420 PF1COLORDLI = $F8 =00F9 02421 PF2COLORDLI = $F9 =00FA 02422 PF3COLORDLI = $FA =00FB 02423 BGRCOLORDLI = $FB =0280 02424 DSPLST = $0280 =0300 02425 PL4DATA = $0300 =0400 02426 PL0DATA = $0400 =0500 02427 PL1DATA = $0500 =0600 02428 PL2DATA = $0600 =0700 02429 PL3DATA = $0700 =0800 02430 PFMEMROWLO = $0800 =0864 02431 PFMEMROWHI = $0864 =08C9 02432 GCMEMMAP = $08C9 =0949 02433 PANELTXT = $0949 =094B 02434 VELOCD1 = $094B =0950 02435 KILLCNTD1 = $0950 =0955 02436 ENERGYD1 = $0955 =095A 02437 TRACKC1 = $095A =095C 02438 TRACKDIGIT = $095C =0960 02439 THETAC1 = $0960 =0966 02440 PHIC1 = $0966 =096C 02441 RANGEC1 = $096C =0971 02442 GCTXT = $0971 =097D 02443 GCWARPD1 = $097D =098D 02444 GCTRGCNT = $098D =0992 02445 GCSTATPHO = $0992 =0993 02446 GCSTATENG = $0993 =0994 02447 GCSTATSHL = $0994 =0995 02448 GCSTATCOM = $0995 =0996 02449 GCSTATLRS = $0996 =0997 02450 GCSTATRAD = $0997 =09A3 02451 GCSTARDAT = $09A3 =09AD 02452 ZPOSSIGN = $09AD =09AF 02453 PL2ZPOSSIGN = $09AF =09B0 02454 PL3ZPOSSIGN = $09B0 =09B1 02455 PL4ZPOSSIGN = $09B1 =09DE 02456 XPOSSIGN = $09DE =09E0 02457 PL2XPOSSIGN = $09E0 =09E1 02458 PL3XPOSSIGN = $09E1 =09E2 02459 PL4XPOSSIGN = $09E2 =0A0F 02460 YPOSSIGN = $0A0F =0A11 02461 PL2YPOSSIGN = $0A11 =0A12 02462 PL3YPOSSIGN = $0A12 =0A13 02463 PL4YPOSSIGN = $0A13 =0A40 02464 ZPOSHI = $0A40 =0A40 02465 PL0ZPOSHI = $0A40 =0A42 02466 PL2ZPOSHI = $0A42 =0A43 02467 PL3ZPOSHI = $0A43 =0A44 02468 PL4ZPOSHI = $0A44 =0A71 02469 XPOSHI = $0A71 =0A73 02470 PL2XPOSHI = $0A73 =0A74 02471 PL3XPOSHI = $0A74 =0A75 02472 PL4XPOSHI = $0A75 =0AA2 02473 YPOSHI = $0AA2 =0AA4 02474 PL2YPOSHI = $0AA4 =0AA5 02475 PL3YPOSHI = $0AA5 =0AA6 02476 PL4YPOSHI = $0AA6 =0AD3 02477 ZPOSLO = $0AD3 =0AD5 02478 PL2ZPOSLO = $0AD5 =0AD6 02479 PL3ZPOSLO = $0AD6 =0AD7 02480 PL4ZPOSLO = $0AD7 =0B04 02481 XPOSLO = $0B04 =0B06 02482 PL2XPOSLO = $0B06 =0B07 02483 PL3XPOSLO = $0B07 =0B08 02484 PL4XPOSLO = $0B08 =0B35 02485 YPOSLO = $0B35 =0B37 02486 PL2YPOSLO = $0B37 =0B38 02487 PL3YPOSLO = $0B38 =0B39 02488 PL4YPOSLO = $0B39 =0B66 02489 ZVEL = $0B66 =0B66 02490 PL0ZVEL = $0B66 =0B67 02491 PL1ZVEL = $0B67 =0B68 02492 PL2ZVEL = $0B68 =0B69 02493 PL3ZVEL = $0B69 =0B6A 02494 PL4ZVEL = $0B6A =0B97 02495 XVEL = $0B97 =0B97 02496 PL0XVEL = $0B97 =0B98 02497 PL1XVEL = $0B98 =0B99 02498 PL2XVEL = $0B99 =0B9A 02499 PL3XVEL = $0B9A =0B9B 02500 PL4XVEL = $0B9B =0BC8 02501 YVEL = $0BC8 =0BC8 02502 PL0YVEL = $0BC8 =0BC9 02503 PL1YVEL = $0BC9 =0BCA 02504 PL2YVEL = $0BCA =0BCB 02505 PL3YVEL = $0BCB =0BCC 02506 PL4YVEL = $0BCC =0BF9 02507 PIXELROWNEW = $0BF9 =0BF9 02508 PL0ROWNEW = $0BF9 =0BFA 02509 PL1ROWNEW = $0BFA =0BFB 02510 PL2ROWNEW = $0BFB =0BFC 02511 PL3ROWNEW = $0BFC =0BFD 02512 PL4ROWNEW = $0BFD =0C2A 02513 PIXELCOLUMN = $0C2A =0C2A 02514 PL0COLUMN = $0C2A =0C2B 02515 PL1COLUMN = $0C2B =0C2C 02516 PL2COLUMN = $0C2C =0C2D 02517 PL3COLUMN = $0C2D =0C2E 02518 PL4COLUMN = $0C2E =0C5B 02519 PIXELROW = $0C5B =0C5B 02520 PL0ROW = $0C5B =0C5C 02521 PL1ROW = $0C5C =0C5D 02522 PL2ROW = $0C5D =0C5E 02523 PL3ROW = $0C5E =0C5F 02524 PL4ROW = $0C5F =0C8C 02525 PIXELBYTEOFF = $0C8C =0C8C 02526 PL0SHAPTYPE = $0C8C =0C8D 02527 PL1SHAPTYPE = $0C8D =0C8E 02528 PL2SHAPTYPE = $0C8E =0C8F 02529 PL3SHAPTYPE = $0C8F =0C90 02530 PL4SHAPTYPE = $0C90 =0CBD 02531 PIXELSAVE = $0CBD =0CBD 02532 PL0HEIGHT = $0CBD =0CBE 02533 PL1HEIGHT = $0CBE =0CBF 02534 PL2HEIGHT = $0CBF =0CC0 02535 PL3HEIGHT = $0CC0 =0CC1 02536 PL4HEIGHT = $0CC1 =0CEE 02537 PIXELBYTE = $0CEE =0CEE 02538 PL0HEIGHTNEW = $0CEE =0CEF 02539 PL1HEIGHTNEW = $0CEF =0CF0 02540 PL2HEIGHTNEW = $0CF0 =0CF1 02541 PL3HEIGHTNEW = $0CF1 =0CF2 02542 PL4HEIGHTNEW = $0CF2 =0D1F 02543 TITLETXT = $0D1F =0D35 02544 GCPFMEM = $0D35 =0DE9 02545 MAPTO80 = $0DE9 =0EE9 02546 MAPTOBCD99 = $0EE9 =1000 02547 PFMEM = $1000 02548 02549 *= $A000 02550 02551 ;******************************************************************************* 02552 ;* * 02553 ;* G A M E D A T A ( P A R T 1 O F 2 ) * 02554 ;* * 02555 ;******************************************************************************* 02556 02557 ;*** Number of space objects *************************************************** 02558 =0005 02559 NUMSPCOBJ.PL = 5 ; Number of PLAYER space objects =000C 02560 NUMSPCOBJ.STARS = 12 ; Number of PLAYFIELD space objects (stars only) =0011 02561 NUMSPCOBJ.NORM = NUMSPCOBJ.PL+NUMSPCOBJ.STARS ; Normal number of space objects =0031 02562 NUMSPCOBJ.ALL = 49 ; Maximum number of space objects 02563 02564 ;*** PLAYER shape data offsets ************************************************* 02565 =0000 02566 SHAP.TORPEDO = $00 ; Photon torpedo =0010 02567 SHAP.ZFIGHTER = $10 ; Zylon fighter =0020 02568 SHAP.STARBASEL = $20 ; Starbase (left part) =0030 02569 SHAP.STARBASEC = $30 ; Starbase (center part) =0040 02570 SHAP.STARBASER = $40 ; Starbase (right part) =0050 02571 SHAP.TRANSVSSL = $50 ; Transfer vessel =0060 02572 SHAP.METEOR = $60 ; Meteor =0070 02573 SHAP.ZCRUISER = $70 ; Zylon cruiser =0080 02574 SHAP.ZBASESTAR = $80 ; Zylon basestar =0090 02575 SHAP.HYPERWARP = $90 ; Hyperwarp Target Marker 02576 02577 ;*** ROM character set constants *********************************************** =0000 02578 ROM.SPC = $00 ; ROM character ' ' =000E 02579 ROM.DOT = $0E ; ROM character '.' =0010 02580 ROM.0 = $10 ; ROM character '0' =0011 02581 ROM.1 = $11 ; ROM character '1' =0012 02582 ROM.2 = $12 ; ROM character '2' =0013 02583 ROM.3 = $13 ; ROM character '3' =0014 02584 ROM.4 = $14 ; ROM character '4' =0015 02585 ROM.5 = $15 ; ROM character '5' =0019 02586 ROM.9 = $19 ; ROM character '9' =001A 02587 ROM.COLON = $1A ; ROM character ':' =0021 02588 ROM.A = $21 ; ROM character 'A' =0023 02589 ROM.C = $23 ; ROM character 'C' =0024 02590 ROM.D = $24 ; ROM character 'D' =0025 02591 ROM.E = $25 ; ROM character 'E' =0027 02592 ROM.G = $27 ; ROM character 'G' =002C 02593 ROM.L = $2C ; ROM character 'L' =002E 02594 ROM.N = $2E ; ROM character 'N' =0030 02595 ROM.P = $30 ; ROM character 'P' =0032 02596 ROM.R = $32 ; ROM character 'R' =0033 02597 ROM.S = $33 ; ROM character 'S' =0034 02598 ROM.T = $34 ; ROM character 'T' =0037 02599 ROM.W = $37 ; ROM character 'W' =0039 02600 ROM.Y = $39 ; ROM character 'Y' 02601 02602 ;*** Custom character set constants ******************************************** =0040 02603 CCS.COL1 = $40 ; COLOR1 bits for text in GR1/2 text mode =0080 02604 CCS.COL2 = $80 ; COLOR2 bits for text in GR1/2 text mode =00C0 02605 CCS.COL3 = $C0 ; COLOR3 bits for text in GR1/2 text mode 02606 =0000 02607 CCS.0 = 0 ; Custom character '0' =0001 02608 CCS.1 = 1 ; Custom character '1' =0002 02609 CCS.2 = 2 ; Custom character '2' =0003 02610 CCS.3 = 3 ; Custom character '3' =0004 02611 CCS.4 = 4 ; Custom character '4' =0005 02612 CCS.5 = 5 ; Custom character '5' =0006 02613 CCS.6 = 6 ; Custom character '6' =0007 02614 CCS.7 = 7 ; Custom character '7' =0008 02615 CCS.8 = 8 ; Custom character '8' =0009 02616 CCS.9 = 9 ; Custom character '9' =000A 02617 CCS.SPC = 10 ; Custom character ' ' =000B 02618 CCS.COLON = 11 ; Custom character ':' =000C 02619 CCS.BORDERSW = 12 ; Custom character 'BORDER SOUTHWEST' =000D 02620 CCS.E = 13 ; Custom character 'E' =000E 02621 CCS.INF = 14 ; Custom character 'INFINITY' =000F 02622 CCS.MINUS = 15 ; Custom character '-' =0010 02623 CCS.PLUS = 16 ; Custom character '+' =0011 02624 CCS.PHI = 17 ; Custom character 'PHI' =0012 02625 CCS.V = 18 ; Custom character 'V' =0013 02626 CCS.R = 19 ; Custom character 'R' =0014 02627 CCS.THETA = 20 ; Custom character 'THETA' =0015 02628 CCS.K = 21 ; Custom character 'K' =0016 02629 CCS.T = 22 ; Custom character 'T' =0017 02630 CCS.C = 23 ; Custom character 'C' =0018 02631 CCS.BORDERS = 24 ; Custom character 'BORDER SOUTH' =0019 02632 CCS.BORDERW = 25 ; Custom character 'BORDER WEST' =001A 02633 CCS.CORNERSW = 26 ; Custom character 'CORNER SOUTHWEST' =001B 02634 CCS.STARBASE = 27 ; Custom character 'STARBASE SECTOR' =001C 02635 CCS.4ZYLONS = 28 ; Custom character '4-ZYLON SECTOR' =001D 02636 CCS.3ZYLONS = 29 ; Custom character '3-ZYLON SECTOR' =001E 02637 CCS.2ZYLONS = 30 ; Custom character '2-ZYLON SECTOR' 02638 02639 ;*** Custom character set ****************************************************** 02640 ; 02641 ; 0 1 2 3 4 5 6 7 02642 ; ........ ........ ........ ........ ........ ........ ........ ........ 02643 ; .####### ..##.... .####... .####... .##..... .####... .####... .#####.. 02644 ; .#...### ...#.... ....#... ....#... .##..... .#...... .#..#... .#...#.. 02645 ; .#...### ...#.... ....#... ....#... .##..... .#...... .#...... .....#.. 02646 ; .#...### ...#.... .####... .#####.. .##.##.. .####... .#...... ...###.. 02647 ; .#...### ..###... .#...... ....##.. .#####.. ....#... .######. ...#.... 02648 ; .#...### ..###... .#...... ....##.. ....##.. ....#... .#....#. ...#.... 02649 ; .####### ..###... .####... .#####.. ....##.. .####... .######. ...#.... 02650 ; 02651 ; 8 9 10 11 12 13 14 15 02652 ; ........ ........ ........ ..###... #....... ........ ........ ........ 02653 ; ..###... .#####.. ........ ..###... #....... ..####.. .##..##. ........ 02654 ; ..#.#... .#...#.. ........ ..###... #....... ..#..... #..##..# ........ 02655 ; ..#.#... .#...#.. ........ ........ #....... ..#..... #..##..# .######. 02656 ; .#####.. .#####.. ........ ........ #....... .####... #..##..# ........ 02657 ; .##.##.. ....##.. ........ ..###... #....... .##..... .##..##. ........ 02658 ; .##.##.. ....##.. ........ ..###... #....... .##..... ........ ........ 02659 ; .#####.. ....##.. ........ ..###... ######## .#####.. ........ ........ 02660 ; 02661 ; 16 17 18 19 20 21 22 23 02662 ; ........ ........ .##..##. ........ ........ ........ #######. ######.. 02663 ; ...##... ...##... .##..##. .#####.. ...###.. .#...##. #..#..#. #...##.. 02664 ; ...##... .######. .##..##. .#...#.. ..#####. .#...##. ...#.... #...##.. 02665 ; ...##... ##.##.## .##..##. .#...#.. .##...## .#...#.. ...##... #....... 02666 ; .######. #..##..# .##..##. .#####.. .#.###.# .#####.. ...##... #....... 02667 ; ...##... ##.##.## ..#.##.. .##.#... .##...## .##..#.. ...##... #....... 02668 ; ...##... .######. ..###... .##.##.. ..#####. .##..##. ...##... #....#.. 02669 ; ...##... ...##... ..##.... .##.##.. ...###.. .##..##. ...##... ######.. 02670 ; 02671 ; 24 25 26 27 28 29 30 02672 ; ........ #....... ........ #....... #....... #....... #....... 02673 ; ........ #....... ........ #.#.#.#. #..##... #...###. #.##.... 02674 ; ........ #....... ........ #..###.. #....... #....... #..##... 02675 ; ........ #....... ........ #.#####. #.##.##. #.###... #.#####. 02676 ; ........ #....... ........ #..###.. #....... #....... #..##... 02677 ; ........ #....... ........ #.#.#.#. #...##.. #..###.. #.##.... 02678 ; ........ #....... ........ #....... #....... #....... #....... 02679 ; ######## #....... #....... ######## ######## ######## ######## 02680 A000 007F4747 02681 CHARSET .BYTE $00,$7F,$47,$47,$47,$47,$47,$7F ; Custom character '0' A004 4747477F A008 00301010 02682 .BYTE $00,$30,$10,$10,$10,$38,$38,$38 ; Custom character '1' A00C 10383838 A010 00780808 02683 .BYTE $00,$78,$08,$08,$78,$40,$40,$78 ; Custom character '2' A014 78404078 A018 00780808 02684 .BYTE $00,$78,$08,$08,$7C,$0C,$0C,$7C ; Custom character '3' A01C 7C0C0C7C A020 00606060 02685 .BYTE $00,$60,$60,$60,$6C,$7C,$0C,$0C ; Custom character '4' A024 6C7C0C0C A028 00784040 02686 .BYTE $00,$78,$40,$40,$78,$08,$08,$78 ; Custom character '5' A02C 78080878 A030 00784840 02687 .BYTE $00,$78,$48,$40,$40,$7E,$42,$7E ; Custom character '6' A034 407E427E A038 007C4404 02688 .BYTE $00,$7C,$44,$04,$1C,$10,$10,$10 ; Custom character '7' A03C 1C101010 A040 00382828 02689 .BYTE $00,$38,$28,$28,$7C,$6C,$6C,$7C ; Custom character '8' A044 7C6C6C7C A048 007C4444 02690 .BYTE $00,$7C,$44,$44,$7C,$0C,$0C,$0C ; Custom character '9' A04C 7C0C0C0C A050 00000000 02691 .BYTE $00,$00,$00,$00,$00,$00,$00,$00 ; Custom character ' ' A054 00000000 A058 38383800 02692 .BYTE $38,$38,$38,$00,$00,$38,$38,$38 ; Custom character ':' A05C 00383838 A060 80808080 02693 .BYTE $80,$80,$80,$80,$80,$80,$80,$FF ; Custom character 'BORDER SOUTHWEST' A064 808080FF A068 003C2020 02694 .BYTE $00,$3C,$20,$20,$78,$60,$60,$7C ; Custom character 'E' A06C 7860607C A070 00669999 02695 .BYTE $00,$66,$99,$99,$99,$66,$00,$00 ; Custom character 'INFINITY' A074 99660000 A078 0000007E 02696 .BYTE $00,$00,$00,$7E,$00,$00,$00,$00 ; Custom character '-' A07C 00000000 A080 00181818 02697 .BYTE $00,$18,$18,$18,$7E,$18,$18,$18 ; Custom character '+' A084 7E181818 A088 00187EDB 02698 .BYTE $00,$18,$7E,$DB,$99,$DB,$7E,$18 ; Custom character 'PHI' A08C 99DB7E18 A090 66666666 02699 .BYTE $66,$66,$66,$66,$66,$2C,$38,$30 ; Custom character 'V' A094 662C3830 A098 007C4444 02700 .BYTE $00,$7C,$44,$44,$7C,$68,$6C,$6C ; Custom character 'R' A09C 7C686C6C A0A0 001C3E63 02701 .BYTE $00,$1C,$3E,$63,$5D,$63,$3E,$1C ; Custom character 'THETA' A0A4 5D633E1C A0A8 00464644 02702 .BYTE $00,$46,$46,$44,$7C,$64,$66,$66 ; Custom character 'K' A0AC 7C646666 A0B0 FE921018 02703 .BYTE $FE,$92,$10,$18,$18,$18,$18,$18 ; Custom character 'T' A0B4 18181818 A0B8 FC8C8C80 02704 .BYTE $FC,$8C,$8C,$80,$80,$80,$84,$FC ; Custom character 'C' A0BC 808084FC A0C0 00000000 02705 .BYTE $00,$00,$00,$00,$00,$00,$00,$FF ; Custom character 'BORDER SOUTH' A0C4 000000FF A0C8 80808080 02706 .BYTE $80,$80,$80,$80,$80,$80,$80,$80 ; Custom character 'BORDER WEST' A0CC 80808080 A0D0 00000000 02707 .BYTE $00,$00,$00,$00,$00,$00,$00,$80 ; Custom character 'CORNER SOUTHWEST' A0D4 00000080 A0D8 80AA9CBE 02708 .BYTE $80,$AA,$9C,$BE,$9C,$AA,$80,$FF ; Custom character 'STARBASE SECTOR' A0DC 9CAA80FF A0E0 809880B6 02709 .BYTE $80,$98,$80,$B6,$80,$8C,$80,$FF ; Custom character '4-ZYLON SECTOR' A0E4 808C80FF A0E8 808E80B8 02710 .BYTE $80,$8E,$80,$B8,$80,$9C,$80,$FF ; Custom character '3-CYCLON SECTOR' A0EC 809C80FF A0F0 80B098BE 02711 .BYTE $80,$B0,$98,$BE,$98,$B0,$80,$FF ; Custom character '2-ZYLON SECTOR' A0F4 98B080FF 02712 02713 ;*** Header text of Long-Range Scan view (shares spaces with following header) * A0F8 00006C6F 02714 LRSHEADER .BYTE $00,$00,$6C,$6F,$6E,$67,$00,$72 ; " LONG RANGE SCAN" A0FC 6E670072 A100 616E6765 02715 .BYTE $61,$6E,$67,$65,$00,$73,$63,$61 A104 00736361 A108 6E 02716 .BYTE $6E 02717 02718 ;*** Header text of Aft view (shares spaces with following header) ************* A109 00000000 02719 AFTHEADER .BYTE $00,$00,$00,$00,$00,$00,$61,$66 ; " AFT VIEW " A10D 00006166 A111 74007669 02720 .BYTE $74,$00,$76,$69,$65,$77,$00,$00 A115 65770000 A119 00 02721 .BYTE $00 02722 02723 ;*** Header text of Galactic Chart view **************************************** A11A 00000067 02724 GCHEADER .BYTE $00,$00,$00,$67,$61,$6C,$61,$63 ; " GALACTIC CHART " A11E 616C6163 A122 74696300 02725 .BYTE $74,$69,$63,$00,$63,$68,$61,$72 A126 63686172 A12A 74000000 02726 .BYTE $74,$00,$00,$00 02727 02728 ;*** Display List of Galactic Chart view *************************************** A12E 60 02729 DLSTGC .BYTE $60 ; BLK7 A12F 461AA1 02730 .BYTE $46,GCHEADER ; GR2 @ GCHEADER A132 F0 02731 .BYTE $F0 ; BLK8 + DLI A133 47350D 02732 .BYTE $47,GCPFMEM ; GR1 @ GCPFMEM A136 07 02733 .BYTE $07 ; GR1 A137 07 02734 .BYTE $07 ; GR1 A138 07 02735 .BYTE $07 ; GR1 A139 07 02736 .BYTE $07 ; GR1 A13A 07 02737 .BYTE $07 ; GR1 A13B 07 02738 .BYTE $07 ; GR1 A13C 07 02739 .BYTE $07 ; GR1 A13D 07 02740 .BYTE $07 ; GR1 A13E 80 02741 .BYTE $80 ; BLK1 + DLI A13F 461F0D 02742 .BYTE $46,TITLETXT ; GR2 @ TITLETXT A142 467109 02743 .BYTE $46,GCTXT ; GR2 @ GCTXT A145 06 02744 .BYTE $06 ; GR2 A146 06 02745 .BYTE $06 ; GR2 A147 418002 02746 .BYTE $41,DSPLST ; JMP @ DSPLST 02747 02748 ;******************************************************************************* 02749 ;* * 02750 ;* G A M E C O D E * 02751 ;* * 02752 ;******************************************************************************* 02753 02754 ;******************************************************************************* 02755 ;* * 02756 ;* INITCOLD * 02757 ;* * 02758 ;* Initialize program (Cold start) * 02759 ;* * 02760 ;******************************************************************************* 02761 02762 ; DESCRIPTION 02763 ; 02764 ; Initializes the program, then continues into the game loop at GAMELOOP 02765 ; ($A1F3). 02766 ; 02767 ; There are four entry points to initialization: 02768 ; 02769 ; (1) INITCOLD ($A14A) is entered at initial cartridge startup (cold start). 02770 ; This initializes POKEY, resets the idle counter, sets the mission level 02771 ; to NOVICE mission, and clears the function key code. POKEY is enabled to 02772 ; receive keyboard input. Code execution continues into INITSELECT ($A15A) 02773 ; below. 02774 ; 02775 ; (2) INITSELECT ($A15A) is entered from GAMELOOP ($A1F3) after the SELECT 02776 ; function key has been pressed. This loads the title phrase offset for the 02777 ; copyright notice. Code execution continues into INITDEMO ($A15C) below. 02778 ; 02779 ; (3) INITDEMO ($A15C) is entered when the program switches into demo mode. 02780 ; This loads the demo mode flag. Code execution continues into INITSTART 02781 ; ($A15E) below. 02782 ; 02783 ; (4) INITSTART ($A15E) is entered from GAMELOOP ($A1F3) after the START 02784 ; function key has been pressed. This enqueues the new title phrase and 02785 ; enables or disables demo mode, depending on the preloaded value. 02786 ; 02787 ; Initialization continues with the following steps: 02788 ; 02789 ; (1) Clear the custom chip registers and zero-page program variables from 02790 ; ISVBISYNC ($0067) on. 02791 ; 02792 ; NOTE: Because of loop jamming there is a loop index overshoot. Instead of 02793 ; clearing memory at addresses $0067..$00FB, the memory at addresses 02794 ; $0067..$0166 is cleared. This does no harm because $0100..$0166 is a yet 02795 ; unused part of the 6502 CPU stack. 02796 ; 02797 ; NOTE: At address $A175 a hack is necessary in the source code to fake a 02798 ; STA ISVBISYNC,X instruction with a 16-bit address. ISVBISYNC ($0067) is a 02799 ; zero-page address and regular assemblers would translate STA ISVBISYNC,X 02800 ; into the byte sequence $95 $67, not $9D $67 $00. This indicates that the 02801 ; original ROM was maybe created using a special assembler, perhaps a 02802 ; cross-assembler. 02803 ; 02804 ; (2) Initialize the 6502 CPU (reset the stack pointer, disable decimal mode). 02805 ; 02806 ; (3) Clear program memory from $0200..$1FFF in subroutine CLRMEM ($AE0F). 02807 ; 02808 ; (4) Set the address vectors of the IRQ, VBI, and DLI handlers. 02809 ; 02810 ; (5) Enable input from Joystick 0. 02811 ; 02812 ; (6) Enable Player/Missile graphics, providing a fifth PLAYER. 02813 ; 02814 ; BUG (at $A1A6): The set PLAYER-PLAYFIELD priority arranges PLAYERs in 02815 ; front of the PLAYFIELD. This makes sense as space objects represented by 02816 ; PLAYERs (for example, Zylon ships, photon torpedoes, and meteors) move in 02817 ; front of the stars, which are part of the PLAYFIELD. However, PLAYERs 02818 ; also move in front of the cross hairs, which are also part of the 02819 ; PLAYFIELD. Suggested fix: None, technically not possible. 02820 ; 02821 ; (7) Do more initialization in subroutine INITIALIZE ($B3BA). 02822 ; 02823 ; (8) Set display to Front view. 02824 ; 02825 ; (9) Show or hide the Control Panel Display (bottom text window) in subroutine 02826 ; MODDLST ($ADF1), depending on the demo mode flag. 02827 ; 02828 ; (10) Initialize our starship's velocity equivalent to speed key '6'. 02829 ; 02830 ; (11) Enable the Display List. 02831 ; 02832 ; (12) Initialize the number of space objects to 16 (5 PLAYER space objects + 12 02833 ; PLAYFIELD space objects (stars)). 02834 ; 02835 ; (13) Set the title phrase to the selected mission level in subroutine SETTITLE 02836 ; ($B223). 02837 ; 02838 ; (14) Enable the IRQ, DLI, and VBI interrupts. 02839 ; 02840 ; Code execution continues into the game loop at GAMELOOP ($A1F3). 02841 A14A A900 02842 INITCOLD LDA #0 ; A14C 8D0FD2 02843 STA SKCTL ; POKEY: Initialization A14F 8566 02844 STA IDLECNTHI ; Reset idle counter A151 8562 02845 STA MISSIONLEVEL ; Mission level := NOVICE mission A153 8563 02846 STA FKEYCODE ; Clear function key code A155 A903 02847 LDA #$03 ; POKEY: Enable keyboard scan and debounce A157 8D0FD2 02848 STA SKCTL ; 02849 02850 ;*** Entry point when SELECT function key was pressed ************************** A15A A02F 02851 INITSELECT LDY #$2F ; Prep title phrase "COPYRIGHT ATARI 1979" 02852 02853 ;*** Entry point when program switches into demo mode ************************** A15C A9FF 02854 INITDEMO LDA #$FF ; Prep demo mode flag 02855 02856 ;*** Entry point when START function key was pressed *************************** A15E 8465 02857 INITSTART STY NEWTITLEPHR ; Enqueue new title phrase A160 8564 02858 STA ISDEMOMODE ; Store demo mode flag 02859 02860 ;*** More initialization ******************************************************* A162 A900 02861 LDA #0 ; Clear custom chip registers, zero-page variables A164 AA 02862 TAX ; A165 9D00D0 02863 LOOP001 STA HPOSP0,X ; Clear $D000..$D0FF (GTIA registers) A168 9D00D4 02864 STA DMACTL,X ; Clear $D400..$D4FF (ANTIC registers) A16B E00F 02865 CPX #$0F ; A16D B003 02866 BCS SKIP001 ; A16F 9D00D2 02867 STA AUDF1,X ; Clear $D200..$D20E (POKEY registers) 02868 A172 9D00D3 02869 SKIP001 STA PORTA,X ; Clear $D300..$D3FF (PIA registers) 02870 ; Clear $0067..$0166 (zero-page program variables) A175 9D 02871 .BYTE $9D ; HACK: Fake STA ISVBISYNC,X with 16-bit address A176 6700 02872 .WORD ISVBISYNC ; A178 E8 02873 INX ; A179 D0EA 02874 BNE LOOP001 ; 02875 A17B CA 02876 DEX ; Reset 6502 CPU stack pointer A17C 9A 02877 TXS ; 02878 A17D D8 02879 CLD ; Clear 6502 CPU decimal mode 02880 A17E A902 02881 LDA #$02 ; Clear $0200..$1FFF (program memory) A180 200FAE 02882 JSR CLRMEM ; 02883 A183 A951 02884 LDA #IRQHNDLR ; A18A 8D1702 02887 STA VIMIRQ+1 ; 02888 A18D A9D1 02889 LDA #VBIHNDLR ; A199 8D2302 02894 STA VVBLKI+1 ; A19C A9A7 02895 LDA #>DLSTHNDLR ; A19E 8D0102 02896 STA VDSLST+1 ; 02897 A1A1 A904 02898 LDA #$04 ; PIA: Enable PORTA (Joystick 0) A1A3 8D02D3 02899 STA PACTL ; A1A6 A911 02900 LDA #$11 ; GTIA: Enable PLAYER4, prio: PLs > PFs > BGR (!) A1A8 8D1BD0 02901 STA PRIOR ; (PLAYERs appear behind cross hairs) A1AB A903 02902 LDA #$03 ; GTIA: Enable DMA for PLAYERs and MISSILEs A1AD 8D1DD0 02903 STA GRACTL ; 02904 A1B0 20BAB3 02905 JSR INITIALIZE ; Init Display List, tables, Galactic Chart, etc. 02906 A1B3 A20A 02907 LDX #$0A ; Set Front view A1B5 2045B0 02908 JSR SETVIEW ; 02909 A1B8 A564 02910 LDA ISDEMOMODE ; If in/not in demo mode hide/show... A1BA 2980 02911 AND #$80 ; ...Control Panel Display (bottom text window) A1BC A8 02912 TAY ; A1BD A25F 02913 LDX #$5F ; A1BF A908 02914 LDA #$08 ; A1C1 20F1AD 02915 JSR MODDLST ; 02916 A1C4 A920 02917 LDA #32 ; Init our starship's velocity (= speed key '6') A1C6 8571 02918 STA NEWVELOCITY ; 02919 A1C8 A980 02920 LDA #DSPLST ; A1CF 8D03D4 02923 STA DLIST+1 ; 02924 A1D2 A93E 02925 LDA #$3E ; ANTIC: Enable Display List DMA, single-line PM A1D4 8D00D4 02926 STA DMACTL ; resolution, PM DMA, normal-width PLAYFIELD 02927 A1D7 A900 02928 LDA #0 ; ANTIC: Set PM memory base address A1D9 8D07D4 02929 STA PMBASE ; 02930 A1DC A910 02931 LDA #NUMSPCOBJ.NORM-1 ; Set normal number of space objects A1DE 8579 02932 STA MAXSPCOBJIND ; (5 PLAYER spc objs + 12 PLAYFIELD spc objs (stars)) 02933 A1E0 A662 02934 LDX MISSIONLEVEL ; Set title phrase A1E2 BC0CBF 02935 LDY MISSIONPHRTAB,X ; NOVICE, PILOT, WARRIOR, or COMMANDER MISSION A1E5 2023B2 02936 JSR SETTITLE ; 02937 A1E8 A940 02938 LDA #$40 ; POKEY: Enable keyboard interrupt (IRQ) A1EA 8D0ED2 02939 STA IRQEN ; 02940 A1ED 58 02941 CLI ; Enable all IRQs 02942 A1EE A9C0 02943 LDA #$C0 ; ANTIC: Enable DLI and VBI A1F0 8D0ED4 02944 STA NMIEN ; 02945 02946 ;******************************************************************************* 02947 ;* * 02948 ;* GAMELOOP * 02949 ;* * 02950 ;******************************************************************************* 02951 02952 ; DESCRIPTION 02953 ; 02954 ; The game loop is the main part of the program. It is basically an infinite 02955 ; loop that collects input, computes the game state, and updates the display. It 02956 ; executes the following steps: 02957 ; 02958 ; (1) Synchronize the start of the game loop with the vertical blank phase of 02959 ; the TV beam, which flagged by the Vertical Blank Interrupt handler 02960 ; VBIHNDLR ($A6D1). This prevents screen flicker while the PLAYFIELD is 02961 ; redrawn at the begin of the game loop, because during the vertical blank 02962 ; phase the TV beam is turned off and nothing is rendered on the TV 02963 ; display. 02964 ; 02965 ; (2) Erase all PLAYFIELD space objects (stars, explosion fragments) from the 02966 ; PLAYFIELD that were drawn in the previous game loop iteration. 02967 ; 02968 ; (3) Draw the updated PLAYFIELD space objects (stars, explosion fragments) 02969 ; into the PLAYFIELD (skip this if in hyperspace). 02970 ; 02971 ; (4) If the idle counter has reached its trigger value then clear the center 02972 ; of the PLAYFIELD, an 8 x 2 pixel rectangle with a top-left position at 02973 ; pixel column number 76 and pixel row number 49 (?). 02974 ; 02975 ; (5) Clear all PLAYER shapes. 02976 ; 02977 ; (6) Update the vertical position of all PLAYERs and update all PLAYER shapes. 02978 ; 02979 ; (7) Update the horizontal position of all PLAYERs. 02980 ; 02981 ; (8) Rotate the position vector of all space objects horizontally and 02982 ; vertically, according to the saved joystick position (skip this if in 02983 ; Galactic Chart view) using subroutine ROTATE ($B69B). 02984 ; 02985 ; (9) Move our starship forward in space. Our starship is always located at the 02986 ; center of the program's 3D coordinate system, so all space objects are 02987 ; moved along the z-axis toward our starship by subtracting a displacement 02988 ; from their z-coordinate. The amount of the displacement depends on our 02989 ; starship's velocity. 02990 ; 02991 ; BUG (at $A3C1): This operation is not applied to Photon torpedoes (?). 02992 ; Suggested fix: Remove LDA PL0SHAPTYPE,X and BEQ SKIP011. 02993 ; 02994 ; (10) Add the proper velocity vector of all space objects to their position 02995 ; vector (except for stars, which do not have any proper motion). 02996 ; 02997 ; BUG (at $A419): The correct maximum loop index is NUMSPCOBJ.ALL*3 = 147 02998 ; instead of 144. Suggested fix: Replace CMP #144 with CMP #147. 02999 ; 03000 ; (11) Correct the position vector components (coordinates) of all PLAYER space 03001 ; objects if they have over- or underflowed during the calculations of the 03002 ; previous steps. 03003 ; 03004 ; (12) Calculate the perspective projection of the position vectors of all space 03005 ; objects and from that their pixel row and column number (applies to Front 03006 ; and Aft view) using subroutines PROJECTION ($AA21), SCREENCOLUMN ($B6FB), 03007 ; and SCREENROW ($B71E). If a space object (star, explosion fragment) moved 03008 ; offscreen then a new space object is automatically created in subroutine 03009 ; SCREENCOLUMN ($B6FB). 03010 ; 03011 ; (13) Handle hyperwarp marker selection in the Galactic Chart view in 03012 ; subroutine SELECTWARP ($B162). 03013 ; 03014 ; (14) If in Long-Range Scan view, compute the pixel column number and the pixel 03015 ; row number of all PLAYFIELD space objects (stars, explosion fragments) on 03016 ; the plane established by the z and x axis of the 3D coordinate system 03017 ; using subroutines SCREENCOLUMN ($B6FB) and SCREENROW ($B71E). Our 03018 ; starship's shape is drawn using subroutine DRAWLINES ($A76F). If the 03019 ; Long-Range Scan is OK then PLAYFIELD space object pixel numbers are 03020 ; computed and drawn. This is skipped if the Long-Range Scan is destroyed. 03021 ; 03022 ; (15) Update all PLAYER shapes, heights, and colors (see detailed description 03023 ; below). 03024 ; 03025 ; (16) Flash a red alert when leaving hyperspace into a sector containing Zylon 03026 ; ships by setting appropriate colors to PLAYFIELD2 and BACKGROUND. 03027 ; 03028 ; (17) Update the color of all PLAYFIELD space objects (stars, explosion 03029 ; fragments). The color calculation is similar to that of the PLAYER color 03030 ; calculation in (15). It also computes a range index and uses the same 03031 ; color lookup table FOURCOLORPIXEL ($BA90). If a star in the Aft view 03032 ; became too distant (z-coordinate < -$F000 (-4096) ) its position is 03033 ; re-initialized in subroutine INITPOSVEC ($B764). 03034 ; 03035 ; (18) If in demo mode skip input handling and jump directly to function key 03036 ; handling (28). 03037 ; 03038 ; (19) Handle keyboard input in subroutine KEYBOARD ($AFFE). 03039 ; 03040 ; (20) Handle joystick input. Store the current joystick directions in JOYSTICKX 03041 ; ($C8) and JOYSTICKY ($C9). 03042 ; 03043 ; (21) Check if our starship's photon torpedoes have hit a target in subroutine 03044 ; COLLISION ($AF3D). This subroutine triggers a game over if all Zylon 03045 ; ships have been destroyed. 03046 ; 03047 ; (22) Handle the joystick trigger in subroutine TRIGGER ($AE29). 03048 ; 03049 ; (23) Handle the Attack Computer and Tracking Computer. If the Attack Computer 03050 ; is neither destroyed nor switched off then execute the following steps: 03051 ; 03052 ; o Update the Attack Computer Display's blip and lock-on markers in 03053 ; subroutine UPDATTCOMP ($A7BF) (if in Front view). 03054 ; 03055 ; o Update the tracking index of the currently tracked PLAYER space 03056 ; object. If a Zylon ship is tracked, then make sure to always track 03057 ; the Zylon ship that launched the last Zylon photon torpedo. If this 03058 ; Zylon ship is not alive then track the other Zylon ship - if alive. 03059 ; 03060 ; o If the Tracking Computer is on then switch to the view that shows the 03061 ; tracked PLAYER space object by emulating pressing the 'F' (Front 03062 ; view) or 'A' (Aft view) key (only if in Front or Aft view). 03063 ; 03064 ; (24) Handle docking at a starbase in subroutine DOCKING ($ACE6). 03065 ; 03066 ; (25) Handle maneuvering both of our starship's photon torpedoes, the single 03067 ; Zylon photon torpedo, and the attacking Zylon ships in subroutine 03068 ; MANEUVER ($AA79). This subroutine also automatically creates meteors and 03069 ; new Zylon ships. 03070 ; 03071 ; (26) Check if our starship was hit by a Zylon photon torpedo (skip this if in 03072 ; a starbase sector): Its x, y, and z coordinates must be within a range of 03073 ; -($0100)..+$00FF (-256..+255) of our starship. 03074 ; 03075 ; (27) If our starship was hit then execute the following steps: 03076 ; 03077 ; o Damage or destroy one of our starship's subsystems in subroutine 03078 ; DAMAGE ($AEE1). 03079 ; 03080 ; o Trigger an explosion in subroutine INITEXPL ($AC6B), 03081 ; 03082 ; o Store the severity of the hit. 03083 ; 03084 ; o End the lifetime of the Zylon photon torpedo. 03085 ; 03086 ; o Subtract 100 energy units for being hit by the Zylon photon torpedo 03087 ; in subroutine DECENERGY ($B86F). 03088 ; 03089 ; o Trigger the noise sound pattern SHIELD EXPLOSION in subroutine NOISE 03090 ; ($AEA8). 03091 ; 03092 ; If the Shields were down during the hit, our starship is destroyed. 03093 ; Execute the following steps: 03094 ; 03095 ; o Switch to Front view. 03096 ; 03097 ; o Flash the title phrase "SHIP DESTROYED BY ZYLON FIRE". 03098 ; 03099 ; o Add the mission bonus to the internal game score in subroutine 03100 ; GAMEOVER ($B10A). 03101 ; 03102 ; o Hide the Control Panel Display (bottom text window) in subroutine 03103 ; MODDLST ($ADF1). 03104 ; 03105 ; o Clear the PLAYFIELD in subroutine CLRPLAYFIELD ($AE0D). 03106 ; 03107 ; o Enable the STARSHIP EXPLOSION noise. 03108 ; 03109 ; (28) Handle the function keys START and SELECT. If SELECT has been pressed 03110 ; cycle through the next of the 4 mission levels. If either START or SELECT 03111 ; have been pressed, reset the idle counter, then jump to the corresponding 03112 ; program initialization subroutines INITSTART ($A15E) or INITSELECT 03113 ; ($A15A), respectively. 03114 ; 03115 ; (29) Update the Control Panel Display in subroutine UPDPANEL ($B804). 03116 ; 03117 ; (30) Handle hyperwarp in subroutine HYPERWARP ($A89B). 03118 ; 03119 ; (31) Update the text in the title line in subroutine UPDTITLE ($B216). 03120 ; 03121 ; (32) Move Zylon units, decrease lifetime of photon torpedoes, elapse game 03122 ; time, etc. in subroutine FLUSHGAMELOOP ($B4E4). This subroutine also 03123 ; triggers a game over if our starship's energy is zero. 03124 ; 03125 ; (33) Jump back to the start of the game loop for the next game loop iteration. 03126 =006A 03127 L.HEIGHTCNT = $6A ; Height counter during copying a PLAYER shape =006E 03128 L.ZPOSOFF = $6E ; Offset to z-coordinate =006B 03129 L.VELOCITYHI = $6B ; Velocity vector component (high byte) =006A 03130 L.VECCOMPIND = $6A ; Position vector component index. Used values are: 03131 ; 0 -> z-component 03132 ; 1 -> x-component 03133 ; 2 -> y-component =006A 03134 L.RANGEINDEX = $6A ; Range index for space object, computed from the 03135 ; distance to our starship. Used to pick the shape 03136 ; cell index of the PLAYERs shape data and shape 03137 ; height. Used values are: 0..15. =006A 03138 L.FOURCOLORPIX = $6A ; 1-byte bit pattern for 4 pixels of same color =006B 03139 L.COLORMASK = $6B ; Color/brightness to modify PLAYER color 03140 03141 ;*** (1) Synchronize game loop with execution of VBI *************************** A1F3 A567 03142 GAMELOOP LDA ISVBISYNC ; Wait for execution of VBI A1F5 F0FC 03143 BEQ GAMELOOP ; 03144 A1F7 A900 03145 LDA #0 ; VBI is executed, clear VBI sync flag A1F9 8567 03146 STA ISVBISYNC ; 03147 03148 ;*** (2) Erase PLAYFIELD space objects (stars, explosion fragments) ************ A1FB A57A 03149 LDA OLDMAXSPCOBJIND ; Skip if no space objects in use A1FD F020 03150 BEQ SKIP002 ; 03151 A1FF A204 03152 LDX #NUMSPCOBJ.PL-1 ; Loop over all PLAYFIELD space objs (X index > 4) A201 E8 03153 LOOP002 INX ; A202 BC5B0C 03154 LDY PIXELROW,X ; Load pixel row number of PLAYFIELD space object 03155 A205 B90008 03156 LDA PFMEMROWLO,Y ; Point MEMPTR to start of pixel's row... A208 8568 03157 STA MEMPTR ; ...in PLAYFIELD memory A20A B96408 03158 LDA PFMEMROWHI,Y ; A20D 8569 03159 STA MEMPTR+1 ; 03160 A20F BC8C0C 03161 LDY PIXELBYTEOFF,X ; Get within-row-offset to byte with space obj pixel A212 BDBD0C 03162 LDA PIXELSAVE,X ; Load saved byte A215 9168 03163 STA (MEMPTR),Y ; Restore byte of PLAYFIELD memory 03164 A217 E47A 03165 CPX OLDMAXSPCOBJIND ; A219 90E6 03166 BCC LOOP002 ; Next PLAYFIELD space object 03167 A21B A900 03168 LDA #0 ; Clear number of space objects A21D 857A 03169 STA OLDMAXSPCOBJIND ; 03170 03171 ;*** (3) Draw PLAYFIELD space objects (stars, explosion fragments) ************* A21F A5C0 03172 SKIP002 LDA WARPSTATE ; Skip during hyperspace A221 302D 03173 BMI SKIP003 ; 03174 A223 A679 03175 LDX MAXSPCOBJIND ; Update number of space objects A225 867A 03176 STX OLDMAXSPCOBJIND ; 03177 A227 BDF90B 03178 LOOP003 LDA PIXELROWNEW,X ; Loop over all PLAYFIELD space objs (X index > 4) A22A 9D5B0C 03179 STA PIXELROW,X ; Update pixel row number of PLAYFIELD space object 03180 A22D A8 03181 TAY ; A22E B90008 03182 LDA PFMEMROWLO,Y ; Point MEMPTR to start of pixel's row... A231 8568 03183 STA MEMPTR ; ...in PLAYFIELD memory A233 B96408 03184 LDA PFMEMROWHI,Y ; A236 8569 03185 STA MEMPTR+1 ; 03186 A238 BD2A0C 03187 LDA PIXELCOLUMN,X ; Convert pixel column number to within-row-offset A23B 4A 03188 LSR A ; ...of byte with space obj pixel (4 pixels = 1 byte) A23C 4A 03189 LSR A ; A23D 9D8C0C 03190 STA PIXELBYTEOFF,X ; Store within-row-offset 03191 A240 A8 03192 TAY ; A241 B168 03193 LDA (MEMPTR),Y ; Load pixel's byte from PLAYFIELD memory A243 9DBD0C 03194 STA PIXELSAVE,X ; Save it (for restoring it in next game loop) A246 1DEE0C 03195 ORA PIXELBYTE,X ; Blend with pixel's color bit-pattern A249 9168 03196 STA (MEMPTR),Y ; Store byte in PLAYFIELD memory 03197 A24B CA 03198 DEX ; A24C E004 03199 CPX #NUMSPCOBJ.PL-1 ; A24E D0D7 03200 BNE LOOP003 ; Next PLAYFIELD space object 03201 03202 ;*** (4) Clear PLAYFIELD center if idle counter is up (?) ********************** 03203 ; PLAYFIELD addresses of... =17BB 03204 PFMEM.C76R49 = PFMEM+49*40+76/4 ; ...pixel column number 76, row number 49 =17BC 03205 PFMEM.C80R49 = PFMEM+49*40+80/4 ; ...pixel column number 80, row number 49 =17E3 03206 PFMEM.C76R50 = PFMEM+50*40+76/4 ; ...pixel column number 76, row number 50 =17E4 03207 PFMEM.C80R50 = PFMEM+50*40+80/4 ; ...pixel column number 80, row number 50 03208 A250 A566 03209 SKIP003 LDA IDLECNTHI ; Skip if idle counter not negative A252 100E 03210 BPL SKIP004 ; 03211 A254 A900 03212 LDA #0 ; Clear pixels of 8 x 2 pixel rectangle... A256 8DE317 03213 STA PFMEM.C76R50 ; ...@ column number 76, row number 49 (?) A259 8DE417 03214 STA PFMEM.C80R50 ; A25C 8DBC17 03215 STA PFMEM.C80R49 ; A25F 8DBB17 03216 STA PFMEM.C76R49 ; 03217 03218 ;*** (5) Clear all PLAYER shapes *********************************************** A262 A900 03219 SKIP004 LDA #0 ; Clear shape of PLAYER4 A264 AC5F0C 03220 LDY PL4ROW ; A267 AEC10C 03221 LDX PL4HEIGHT ; A26A 990003 03222 LOOP004 STA PL4DATA,Y ; A26D C8 03223 INY ; A26E CA 03224 DEX ; A26F 10F9 03225 BPL LOOP004 ; 03226 A271 AC5E0C 03227 LDY PL3ROW ; Clear shape of PLAYER3 A274 AEC00C 03228 LDX PL3HEIGHT ; A277 990007 03229 LOOP005 STA PL3DATA,Y ; A27A C8 03230 INY ; A27B CA 03231 DEX ; A27C 10F9 03232 BPL LOOP005 ; 03233 A27E AC5D0C 03234 LDY PL2ROW ; Clear shape of PLAYER2 A281 AEBF0C 03235 LDX PL2HEIGHT ; A284 990006 03236 LOOP006 STA PL2DATA,Y ; A287 C8 03237 INY ; A288 CA 03238 DEX ; A289 10F9 03239 BPL LOOP006 ; 03240 A28B AC5C0C 03241 LDY PL1ROW ; Clear shape of PLAYER1 A28E AEBE0C 03242 LDX PL1HEIGHT ; A291 990005 03243 LOOP007 STA PL1DATA,Y ; A294 C8 03244 INY ; A295 CA 03245 DEX ; A296 10F9 03246 BPL LOOP007 ; 03247 A298 AC5B0C 03248 LDY PL0ROW ; Clear shape of PLAYER0 A29B AEBD0C 03249 LDX PL0HEIGHT ; A29E 990004 03250 LOOP008 STA PL0DATA,Y ; A2A1 C8 03251 INY ; A2A2 CA 03252 DEX ; A2A3 10F9 03253 BPL LOOP008 ; 03254 03255 ;*** (6) Update PLAYER vertical positions and update PLAYER shapes ************* A2A5 AD900C 03256 LDA PL4SHAPTYPE ; CARRY := PLAYER4 a PHOTON TORPEDO (shape type 0)? A2A8 C901 03257 CMP #1 ; A2AA A4E8 03258 LDY PL4SHAPOFF ; Load PLAYER4 shape data offset 03259 A2AC AEFD0B 03260 LDX PL4ROWNEW ; Update vertical position of PLAYER4 A2AF 8E5F0C 03261 STX PL4ROW ; 03262 A2B2 ADF20C 03263 LDA PL4HEIGHTNEW ; Update PLAYER4 shape height A2B5 856A 03264 STA L.HEIGHTCNT ; A2B7 8DC10C 03265 STA PL4HEIGHT ; 03266 A2BA B9E4B8 03267 LOOP009 LDA PLSHAP1TAB,Y ; Load PLAYER4 shape byte from shape data table A2BD B003 03268 BCS SKIP005 ; Skip if PLAYER4 not PHOTON TORPEDO (shape type 0) A2BF 2D0AD2 03269 AND RANDOM ; AND random bits to shape byte A2C2 9D0003 03270 SKIP005 STA PL4DATA,X ; Store shape byte in PLAYER4 data area A2C5 C8 03271 INY ; A2C6 E8 03272 INX ; A2C7 C66A 03273 DEC L.HEIGHTCNT ; A2C9 10EF 03274 BPL LOOP009 ; Next row of PLAYER4 shape 03275 A2CB AD8F0C 03276 LDA PL3SHAPTYPE ; Repeat above with PLAYER3 A2CE C901 03277 CMP #1 ; A2D0 A4E7 03278 LDY PL3SHAPOFF ; A2D2 AEFC0B 03279 LDX PL3ROWNEW ; A2D5 8E5E0C 03280 STX PL3ROW ; A2D8 ADF10C 03281 LDA PL3HEIGHTNEW ; A2DB 856A 03282 STA L.HEIGHTCNT ; A2DD 8DC00C 03283 STA PL3HEIGHT ; A2E0 B9E4B8 03284 LOOP010 LDA PLSHAP1TAB,Y ; A2E3 B003 03285 BCS SKIP006 ; A2E5 2D0AD2 03286 AND RANDOM ; A2E8 9D0007 03287 SKIP006 STA PL3DATA,X ; A2EB E8 03288 INX ; A2EC C8 03289 INY ; A2ED C66A 03290 DEC L.HEIGHTCNT ; A2EF 10EF 03291 BPL LOOP010 ; 03292 A2F1 AD8E0C 03293 LDA PL2SHAPTYPE ; Repeat above with PLAYER2 A2F4 C901 03294 CMP #1 ; A2F6 A4E6 03295 LDY PL2SHAPOFF ; A2F8 AEFB0B 03296 LDX PL2ROWNEW ; A2FB 8E5D0C 03297 STX PL2ROW ; A2FE ADF00C 03298 LDA PL2HEIGHTNEW ; A301 856A 03299 STA L.HEIGHTCNT ; A303 8DBF0C 03300 STA PL2HEIGHT ; A306 B9E4B8 03301 LOOP011 LDA PLSHAP1TAB,Y ; A309 B003 03302 BCS SKIP007 ; A30B 2D0AD2 03303 AND RANDOM ; A30E 9D0006 03304 SKIP007 STA PL2DATA,X ; A311 E8 03305 INX ; A312 C8 03306 INY ; A313 C66A 03307 DEC L.HEIGHTCNT ; A315 10EF 03308 BPL LOOP011 ; 03309 A317 A4E5 03310 LDY PL1SHAPOFF ; Repeat above with PLAYER1 (without torpedo part) A319 AEFA0B 03311 LDX PL1ROWNEW ; A31C 8E5C0C 03312 STX PL1ROW ; A31F ADEF0C 03313 LDA PL1HEIGHTNEW ; A322 856A 03314 STA L.HEIGHTCNT ; A324 8DBE0C 03315 STA PL1HEIGHT ; A327 B9B1B9 03316 LOOP012 LDA PLSHAP2TAB,Y ; A32A 9D0005 03317 STA PL1DATA,X ; A32D E8 03318 INX ; A32E C8 03319 INY ; A32F C66A 03320 DEC L.HEIGHTCNT ; A331 10F4 03321 BPL LOOP012 ; 03322 A333 A4E4 03323 LDY PL0SHAPOFF ; Repeat above with PLAYER0 (without torpedo part) A335 AEF90B 03324 LDX PL0ROWNEW ; A338 8E5B0C 03325 STX PL0ROW ; A33B ADEE0C 03326 LDA PL0HEIGHTNEW ; A33E 856A 03327 STA L.HEIGHTCNT ; A340 8DBD0C 03328 STA PL0HEIGHT ; A343 B9B1B9 03329 LOOP013 LDA PLSHAP2TAB,Y ; A346 9D0004 03330 STA PL0DATA,X ; A349 E8 03331 INX ; A34A C8 03332 INY ; A34B C66A 03333 DEC L.HEIGHTCNT ; A34D 10F4 03334 BPL LOOP013 ; 03335 03336 ;*** (7) Update PLAYER horizontal positions ************************************ A34F AD2A0C 03337 LDA PL0COLUMN ; Update horizontal position of PLAYER0 A352 8D00D0 03338 STA HPOSP0 ; A355 AD2B0C 03339 LDA PL1COLUMN ; Update horizontal position of PLAYER1 A358 8D01D0 03340 STA HPOSP1 ; A35B AD2C0C 03341 LDA PL2COLUMN ; Update horizontal position of PLAYER2 A35E 8D02D0 03342 STA HPOSP2 ; A361 AD2D0C 03343 LDA PL3COLUMN ; Update horizontal position of PLAYER3 A364 8D03D0 03344 STA HPOSP3 ; A367 AD2E0C 03345 LDA PL4COLUMN ; Update horizontal position of PLAYER4 A36A 8D07D0 03346 STA HPOSM3 ; A36D 18 03347 CLC ; A36E 6902 03348 ADC #2 ; A370 8D06D0 03349 STA HPOSM2 ; A373 6902 03350 ADC #2 ; A375 8D05D0 03351 STA HPOSM1 ; A378 6902 03352 ADC #2 ; A37A 8D04D0 03353 STA HPOSM0 ; 03354 03355 ;*** (8) Rotate space objects horizontally and vertically ********************** A37D 24D0 03356 BIT SHIPVIEW ; Skip if in Galactic Chart view A37F 303A 03357 BMI SKIP009 ; 03358 03359 ;*** Rotate horizontally ******************************************************* A381 A5C8 03360 LDA JOYSTICKX ; Skip if joystick centered horizontally A383 F019 03361 BEQ SKIP008 ; 03362 A385 856D 03363 STA JOYSTICKDELTA ; Save JOYSTICKX (used in subroutine ROTATE) A387 A479 03364 LDY MAXSPCOBJIND ; Loop over all space objects in use A389 846E 03365 LOOP014 STY L.ZPOSOFF ; Save offset to z-coordinate A38B 18 03366 CLC ; 03367 A38C 98 03368 TYA ; A38D AA 03369 TAX ; X := offset to z-coordinate A38E 6931 03370 ADC #NUMSPCOBJ.ALL ; A390 A8 03371 TAY ; Y := offset to x-coordinate A391 209BB6 03372 JSR ROTATE ; Calc new x-coordinate (horizontal rot @ y-axis) 03373 A394 98 03374 TYA ; A395 AA 03375 TAX ; X := offset to x-coordinate A396 A46E 03376 LDY L.ZPOSOFF ; Y := offset to z-coordinate A398 209BB6 03377 JSR ROTATE ; Calc new z-coordinate (horizontal rot @ y-axis) A39B 88 03378 DEY ; A39C 10EB 03379 BPL LOOP014 ; Next space object 03380 03381 ;*** Rotate vertically ********************************************************* A39E A5C9 03382 SKIP008 LDA JOYSTICKY ; Skip if joystick centered vertically A3A0 F019 03383 BEQ SKIP009 ; 03384 A3A2 856D 03385 STA JOYSTICKDELTA ; Save JOYSTICKY (used in subroutine ROTATE) A3A4 A479 03386 LDY MAXSPCOBJIND ; Loop over all space objects in use A3A6 846E 03387 LOOP015 STY L.ZPOSOFF ; Save offset to z-coordinate A3A8 18 03388 CLC ; 03389 A3A9 98 03390 TYA ; A3AA AA 03391 TAX ; X := offset to z-coordinate A3AB 6962 03392 ADC #NUMSPCOBJ.ALL*2 ; A3AD A8 03393 TAY ; Y := offset to y-coordinate A3AE 209BB6 03394 JSR ROTATE ; Calc new y-coordinate (vertical rot @ x-axis) 03395 A3B1 98 03396 TYA ; A3B2 AA 03397 TAX ; X := offset to y-coordinate A3B3 A46E 03398 LDY L.ZPOSOFF ; Y := offset to z-coordinate A3B5 209BB6 03399 JSR ROTATE ; Calc new z-coordinate (vertical rot @ x-axis) A3B8 88 03400 DEY ; A3B9 10EB 03401 BPL LOOP015 ; Next space object 03402 03403 ;*** (9) Move all space objects along z-axis (toward our starship) ************* A3BB A679 03404 SKIP009 LDX MAXSPCOBJIND ; Loop over all space objects in use A3BD E005 03405 LOOP016 CPX #NUMSPCOBJ.PL ; Skip if PLAYFIELD space object (X index > 4) A3BF B005 03406 BCS SKIP010 ; 03407 A3C1 BD8C0C 03408 LDA PL0SHAPTYPE,X ; Skip if next PLAYER space obj is PHOTON TORPEDO (!) A3C4 F019 03409 BEQ SKIP011 ; 03410 A3C6 38 03411 SKIP010 SEC ; New z-coordinate := old z-coordinate - A3C7 BDD30A 03412 LDA ZPOSLO,X ; ...our starship's velocity A3CA E570 03413 SBC VELOCITYLO ; (signed 24-bit subtraction) A3CC 9DD30A 03414 STA ZPOSLO,X ; A3CF BD400A 03415 LDA ZPOSHI,X ; A3D2 E5C1 03416 SBC VELOCITYHI ; A3D4 9D400A 03417 STA ZPOSHI,X ; A3D7 BDAD09 03418 LDA ZPOSSIGN,X ; A3DA E900 03419 SBC #0 ; A3DC 9DAD09 03420 STA ZPOSSIGN,X ; 03421 A3DF CA 03422 SKIP011 DEX ; A3E0 10DB 03423 BPL LOOP016 ; Next space object 03424 03425 ;*** (10) Add space object's velocity vector to space object's position vector * A3E2 A679 03426 LDX MAXSPCOBJIND ; Loop over all space objects in use A3E4 E010 03427 LOOP017 CPX #NUMSPCOBJ.NORM-1 ; Skip if space object is star (X index 5..16)... A3E6 D002 03428 BNE SKIP012 ; ...because stars don't move by themselves A3E8 A204 03429 LDX #4 ; 03430 A3EA 8A 03431 SKIP012 TXA ; A3EB A8 03432 LOOP018 TAY ; Loop over all 3 coordinates 03433 A3EC A900 03434 LDA #0 ; Expand 8-bit velocity vector component to 16-bit: A3EE 856B 03435 STA L.VELOCITYHI ; ...16-bit velocity (high byte) = L.VELOCITYHI := 0 A3F0 B9660B 03436 LDA ZVEL,Y ; ...16-bit velocity (low byte) = A := ZVEL,Y A3F3 1009 03437 BPL SKIP013 ; Skip if 16-bit velocity >= 0 (positive) 03438 A3F5 497F 03439 EOR #$7F ; 16-bit velocity < 0 (negative)... A3F7 18 03440 CLC ; ...calculate two's-complement of 16-bit velocity A3F8 6901 03441 ADC #1 ; A3FA B002 03442 BCS SKIP013 ; A3FC C66B 03443 DEC L.VELOCITYHI ; 03444 A3FE 18 03445 SKIP013 CLC ; New coordinate := old coordinate + 16-bit velocity A3FF 79D30A 03446 ADC ZPOSLO,Y ; (signed 24-bit addition) A402 99D30A 03447 STA ZPOSLO,Y ; A405 B9400A 03448 LDA ZPOSHI,Y ; A408 656B 03449 ADC L.VELOCITYHI ; A40A 99400A 03450 STA ZPOSHI,Y ; A40D B9AD09 03451 LDA ZPOSSIGN,Y ; A410 656B 03452 ADC L.VELOCITYHI ; A412 99AD09 03453 STA ZPOSSIGN,Y ; 03454 A415 98 03455 TYA ; A416 18 03456 CLC ; A417 6931 03457 ADC #NUMSPCOBJ.ALL ; A419 C990 03458 CMP #144 ; (!) A41B 90CE 03459 BCC LOOP018 ; Next coordinate 03460 A41D CA 03461 DEX ; A41E 10C4 03462 BPL LOOP017 ; Next space object 03463 03464 ;*** (11) Correct over/underflow of PLAYER space objects' position vector ****** A420 A004 03465 LDY #NUMSPCOBJ.PL-1 ; A422 98 03466 LOOP019 TYA ; Loop over all PLAYER space objects (X index < 5) A423 AA 03467 TAX ; 03468 A424 A902 03469 LDA #2 ; Loop over all 3 coordinates A426 856A 03470 STA L.VECCOMPIND ; 03471 A428 BDAD09 03472 LOOP020 LDA ZPOSSIGN,X ; Load sign of coordinate A42B C902 03473 CMP #2 ; A42D 9010 03474 BCC SKIP015 ; Skip if sign = 0 (negative) or 1 (positive) 03475 A42F 0A 03476 ASL A ; SUMMARY: Space object out-of-bounds correction A430 A900 03477 LDA #0 ; If new coordinate > +65535 subtract 256 A432 9DAD09 03478 STA ZPOSSIGN,X ; ...until new coordinate <= +65535 A435 B005 03479 BCS SKIP014 ; If new coordinate < -65536 add 256 A437 FEAD09 03480 INC ZPOSSIGN,X ; ...until new coordinate >= -65536 A43A 49FF 03481 EOR #$FF ; A43C 9D400A 03482 SKIP014 STA ZPOSHI,X ; 03483 A43F 8A 03484 SKIP015 TXA ; A440 18 03485 CLC ; A441 6931 03486 ADC #NUMSPCOBJ.ALL ; A443 AA 03487 TAX ; A444 C66A 03488 DEC L.VECCOMPIND ; A446 10E0 03489 BPL LOOP020 ; Next coordinate 03490 A448 88 03491 DEY ; A449 10D7 03492 BPL LOOP019 ; Next space object 03493 03494 ;*** (12) Calc perspective projection of space objects ************************* A44B A5D0 03495 LDA SHIPVIEW ; Skip if in Long-Range Scan or Galactic Chart view A44D C902 03496 CMP #$02 ; A44F B05C 03497 BCS SKIP019 ; 03498 A451 A679 03499 LDX MAXSPCOBJIND ; Loop over all space objects in use A453 A9FF 03500 LOOP021 LDA #255 ; Prep magic offscreen pixel number value A455 BCAD09 03501 LDY ZPOSSIGN,X ; Compare sign of z-coordinate with view mode A458 C4D0 03502 CPY SHIPVIEW ; A45A F04B 03503 BEQ SKIP018 ; Equal? Space object is offscreen -> New space obj! 03504 A45C BD0F0A 03505 LDA YPOSSIGN,X ; Prepare projection division... A45F D012 03506 BNE SKIP016 ; DIVIDEND (16-bit value) := ABS(y-coordinate) A461 38 03507 SEC ; (used in subroutine PROJECTION) A462 A900 03508 LDA #0 ; A464 FD350B 03509 SBC YPOSLO,X ; A467 856A 03510 STA DIVIDEND ; A469 A900 03511 LDA #0 ; A46B FDA20A 03512 SBC YPOSHI,X ; A46E 856B 03513 STA DIVIDEND+1 ; A470 4C7DA4 03514 JMP JUMP001 ; A473 BD350B 03515 SKIP016 LDA YPOSLO,X ; A476 856A 03516 STA DIVIDEND ; A478 BDA20A 03517 LDA YPOSHI,X ; A47B 856B 03518 STA DIVIDEND+1 ; 03519 A47D 2021AA 03520 JUMP001 JSR PROJECTION ; Calc pixel row number rel. to screen center A480 201EB7 03521 JSR SCREENROW ; Calc pixel row number rel. to top-left of screen 03522 A483 BDDE09 03523 LDA XPOSSIGN,X ; Prepare projection division... A486 D012 03524 BNE SKIP017 ; DIVIDEND (16-bit value) := ABS(x-coordinate) A488 38 03525 SEC ; (used in subroutine PROJECTION) A489 A900 03526 LDA #0 ; A48B FD040B 03527 SBC XPOSLO,X ; A48E 856A 03528 STA DIVIDEND ; A490 A900 03529 LDA #0 ; A492 FD710A 03530 SBC XPOSHI,X ; A495 856B 03531 STA DIVIDEND+1 ; A497 4CA4A4 03532 JMP JUMP002 ; A49A BD040B 03533 SKIP017 LDA XPOSLO,X ; A49D 856A 03534 STA DIVIDEND ; A49F BD710A 03535 LDA XPOSHI,X ; A4A2 856B 03536 STA DIVIDEND+1 ; 03537 A4A4 2021AA 03538 JUMP002 JSR PROJECTION ; Calc pixel column number rel. to screen center A4A7 20FBB6 03539 SKIP018 JSR SCREENCOLUMN ; Calc pixel column number rel. to top-left of screen A4AA CA 03540 DEX ; A4AB 10A6 03541 BPL LOOP021 ; Next space object 03542 03543 ;*** (13) Handle hyperwarp marker selection in Galactic Chart view ************* A4AD 2062B1 03544 SKIP019 JSR SELECTWARP ; Handle hyperwarp marker in Galactic Chart view 03545 03546 ;*** (14) Compute and draw Long-Range Scan view star field on z-x plane ******** A4B0 24D0 03547 BIT SHIPVIEW ; Skip if not in Long-Range Scan view A4B2 5031 03548 BVC SKIP022 ; 03549 A4B4 A231 03550 LDX #$31 ; Draw our starship's shape A4B6 206FA7 03551 JSR DRAWLINES ; 03552 A4B9 2C9609 03553 BIT GCSTATLRS ; Skip if Long-Range Scan destroyed A4BC 7027 03554 BVS SKIP022 ; 03555 A4BE A679 03556 LDX MAXSPCOBJIND ; Loop over all space objects in use A4C0 BD400A 03557 LOOP022 LDA ZPOSHI,X ; Load z-coordinate (high byte) A4C3 BCAD09 03558 LDY ZPOSSIGN,X ; Load sign of z-coordinate A4C6 D002 03559 BNE SKIP020 ; A4C8 49FF 03560 EOR #$FF ; A := ABS(z-coordinate (high byte)) A4CA A8 03561 SKIP020 TAY ; A4CB B9E90D 03562 LDA MAPTO80,Y ; Calc pixel row number rel. to screen center A4CE 201EB7 03563 JSR SCREENROW ; Calc pixel row number rel. to top-left of screen 03564 A4D1 BD710A 03565 LDA XPOSHI,X ; Load x-coordinate (high byte) A4D4 BCDE09 03566 LDY XPOSSIGN,X ; Load sign of x-coordinate A4D7 D002 03567 BNE SKIP021 ; A4D9 49FF 03568 EOR #$FF ; A := ABS(x-coordinate (high byte)) A4DB A8 03569 SKIP021 TAY ; A4DC B9E90D 03570 LDA MAPTO80,Y ; Calc pixel column number rel. to screen center A4DF 20FBB6 03571 JSR SCREENCOLUMN ; Calc pixel column number rel. to top-left of screen 03572 A4E2 CA 03573 DEX ; A4E3 10DB 03574 BPL LOOP022 ; Next space object 03575 03576 ;*** (15) Update PLAYER shapes, heights, and colors **************************** 03577 03578 ; DESCRIPTION 03579 ; 03580 ; In a loop over all PLAYERs, the following steps are executed: 03581 ; 03582 ; o Clear the PLAYER shape offset and height. 03583 ; 03584 ; o If in Galactic Chart view or in Long-Range Scan view, preload a random 03585 ; color and a magic z-coordinate (distance value) for PLAYER3..4 03586 ; (representing hyperwarp markers in Galactic Chart view and blips in the 03587 ; Long-Range Scan view, like, for example, Zylon ships, meteors - or even 03588 ; the Hyperwarp Target Marker during hyperwarp!). 03589 ; 03590 ; o If in Front or Aft view, execute the following steps: 03591 ; 03592 ; o Skip dead PLAYERs. 03593 ; 03594 ; o Preload the distance value for the remaining live PLAYERs. 03595 ; 03596 ; o If we are in a starbase sector, combine PLAYER0..2 into a three-part 03597 ; starbase shape. Compute the pixel column numbers and pixel row 03598 ; numbers of PLAYER0..1 such that they are arranged left (PLAYER0) and 03599 ; right (PLAYER1) of PLAYER2. In addition, preload a color mask, a 03600 ; counter actually, that will make the starbase pulsate in brightness. 03601 ; 03602 ; BUG (at $A512): The code at $A512 that skips the combination operation for 03603 ; PLAYER2..4 jumps for PLAYER3..4 to SKIP025 at $A52A instead of SKIP026 at 03604 ; $A52E. Thus it stores a color mask which does not only make the starbase 03605 ; PLAYER0..2 pulsate in brightness but also PLAYER3..4 in a starbase sector, 03606 ; for example the transfer vessel, photon torpedoes, etc. - or even the 03607 ; Hyperwarp Target Marker when hyperwarping out of such a sector! Suggested 03608 ; fix: None, code hard to untwist. 03609 ; 03610 ; o After storing the color mask, check if the PLAYER shape is still above the 03611 ; bottom edge of the PLAYFIELD. 03612 ; 03613 ; BUG (at $A534): The test checks the vertical position of the top edge of 03614 ; the PLAYER against the bottom edge of the PLAYFIELD above the Console 03615 ; Panel Display (= Player/Missile pixel row number 204). This is not 03616 ; completely accurate as the Console Panel Display starts at PM pixel row 03617 ; number 208. For example, if you carefully navigate a starbase to the 03618 ; bottom edge of the PLAYFIELD, at a certain point the center of the 03619 ; starbase shape bleeds over the bottom edge of the PLAYFIELD (while 03620 ; sometimes even losing its left and right wings!). Suggested fix: None, as 03621 ; a more elaborate test may consume too many bytes of the cartridge ROM 03622 ; memory in order to fix a rarely noticed visual glitch. 03623 ; 03624 ; o Convert the preloaded distance value of a PLAYER space object closer than 03625 ; $2000 (8192) into a range index of 0..15. PLAYER space objects more 03626 ; distant than $2000 (8192) are skipped and not displayed. 03627 ; 03628 ; Later, this range index will pick not only the correct brightness for the 03629 ; PLAYER (the closer the space object the brighter its PLAYER) but also the 03630 ; correct PLAYER shape cell and height (the closer the space object the 03631 ; larger the PLAYER shape and height). 03632 ; 03633 ; o Update the PLAYER's shape offset and height. On the way to the shape 03634 ; offset and height add the PLAYER's shape type to the range index and 03635 ; divide it by 2 to arrive at the shape offset index and height index (the 03636 ; same value). Use this index to pick the correct shape data and shape 03637 ; heights from a set of shape cells and their corresponding heights, stored 03638 ; in tables PLSHAPOFFTAB ($BE2F) and PLSHPHEIGHTTAB ($BE7F), respectively. 03639 ; 03640 ; Remember that magic distance value used in the Galactic Chart and 03641 ; Long-Range Scan view? Its value of $F2 is actually part of a negative 03642 ; z-coordinate which is inverted to $0D00, leading to a range index of 13, 03643 ; which, after the division by 2, picks shape cell 6. Shape cell 6 (the 03644 ; seventh shape cell) of all space objects (except the starbase) is the 03645 ; Long-Range Scan blip's dot (see PLSHAPOFFTAB ($BE2F) and PLSHPHEIGHTTAB 03646 ; ($BE7F)). 03647 ; 03648 ; o Update the PLAYER's color/brightness by picking the appropriate values 03649 ; with the range index from lookup tables PLSHAPCOLORTAB ($BFD1) and 03650 ; PLSHAPBRITTAB ($BFDB). Apply some special effects to the color/brightness 03651 ; of certain PLAYERs, such as using random colors for Zylon basestars, or 03652 ; using the precomputed pulsating brightness value for a starbase. 03653 A4E5 A205 03654 SKIP022 LDX #NUMSPCOBJ.PL ; Loop over all PLAYER space objects (X index < 5) A4E7 CA 03655 LOOP023 DEX ; A4E8 1003 03656 BPL SKIP023 ; Jump into loop body below A4EA 4C79A5 03657 JMP JUMP003 ; Loop is finished, skip loop body 03658 03659 ;*** Clear PLAYER shape offsets and heights ************************************ A4ED A900 03660 SKIP023 LDA #0 ; A4EF 95E4 03661 STA PL0SHAPOFF,X ; Clear PLAYER shape offset A4F1 9DEE0C 03662 STA PL0HEIGHTNEW,X ; Clear new PLAYER shape height 03663 03664 ;*** Preload stuff for hyperwarp markers and Long-Range Scan blips ************* A4F4 24D0 03665 BIT SHIPVIEW ; Skip if not in Galactic Chart view A4F6 100B 03666 BPL SKIP024 ; 03667 A4F8 E003 03668 CPX #3 ; Next PLAYER space object if PLAYER0..2 A4FA 90EB 03669 BCC LOOP023 ; 03670 A4FC AD0AD2 03671 LOOP024 LDA RANDOM ; Prep random color mask for warp markers/LRS blips A4FF A0F2 03672 LDY #$F2 ; Prep magic z-coordinate for warp markers/LRS blips A501 302B 03673 BMI SKIP026 ; Unconditional jump 03674 A503 D5E9 03675 SKIP024 CMP PL0LIFE,X ; Next PLAYER space object if this PLAYER not alive A505 F0E0 03676 BEQ LOOP023 ; 03677 A507 70F3 03678 BVS LOOP024 ; Skip back if in Long-Range Scan view 03679 03680 ;*** Preload stuff for other views ********************************************* 03681 A509 BC400A 03682 LDY PL0ZPOSHI,X ; Prep z-coordinate (high byte) 03683 03684 ;*** Combine PLAYER0..2 to starbase shape ************************************** A50C 247B 03685 BIT ISSTARBASESECT ; Skip if no starbase in this sector A50E 501E 03686 BVC SKIP026 ; 03687 A510 E002 03688 CPX #2 ; Skip if PLAYER2..4 A512 B016 03689 BCS SKIP025 ; (!) 03690 A514 AD2C0C 03691 LDA PL2COLUMN ; Calc new PM pixel column number for PLAYER0..1: A517 18 03692 CLC ; Load PLAYER2 (starbase center) pixel column number A518 7DDBBE 03693 ADC PLSTARBAOFFTAB,X ; ...add PLAYER left/right offset (starbase wings) A51B 9D2A0C 03694 STA PL0COLUMN,X ; Store new PM pixel column number of starbase wing 03695 A51E ADFB0B 03696 LDA PL2ROWNEW ; Calc new PM pixel row number for PLAYER0..1: A521 18 03697 CLC ; Add vertical offset (= 4 PM pixels) to PLAYER2's A522 6904 03698 ADC #4 ; A524 9DF90B 03699 STA PL0ROWNEW,X ; Store new PM pixel row number of starbase wing 03700 A527 AC420A 03701 LDY PL2ZPOSHI ; Prep Y with z-coordinate (high byte) of starbase 03702 A52A A576 03703 SKIP025 LDA COUNT256 ; Prep color mask with B3..0 of counter A52C 290F 03704 AND #$0F ; ...(= brightness bits cause pulsating brightness) 03705 A52E 856B 03706 SKIP026 STA L.COLORMASK ; Store color mask 03707 03708 ;*** Check if PLAYER is below PLAYFIELD bottom edge **************************** A530 98 03709 TYA ; A := z-coordinate (high byte) 03710 A531 BCF90B 03711 LDY PL0ROWNEW,X ; Next PLAYER space object if top of PM shape... A534 C0CC 03712 CPY #204 ; ...is below PLAYFIELD bottom... (!) A536 B0AF 03713 BCS LOOP023 ; ...(PM pixel row number >= 204) 03714 03715 ;*** Convert PLAYER z-coordinate to range index in 0..15 *********************** A538 A4D0 03716 LDY SHIPVIEW ; Skip if in Front view... A53A F002 03717 BEQ SKIP027 ; A53C 49FF 03718 EOR #$FF ; ...else invert z-coordinate (high byte) 03719 A53E C920 03720 SKIP027 CMP #$20 ; Next PLAYER space object if this one too far away A540 B0A5 03721 BCS LOOP023 ; ...(z-coordinate >= $20** (8192) ) 03722 A542 C910 03723 CMP #16 ; Load z-coordinate (high byte) and... A544 9002 03724 BCC SKIP028 ; A546 A90F 03725 LDA #15 ; A548 856A 03726 SKIP028 STA L.RANGEINDEX ; ...trim to range index in 0..15 03727 03728 ;*** Update PLAYER shape offset and height ************************************* A54A 1D8C0C 03729 ORA PL0SHAPTYPE,X ; Calc offset to shape table (shape type+range index) A54D 4A 03730 LSR A ; A54E A8 03731 TAY ; Divide by 2 to get offset in 0..7 into shape data A54F B92FBE 03732 LDA PLSHAPOFFTAB,Y ; Update new PLAYER shape offset A552 95E4 03733 STA PL0SHAPOFF,X ; A554 B97FBE 03734 LDA PLSHPHEIGHTTAB,Y ; Update new PLAYER shape height A557 9DEE0C 03735 STA PL0HEIGHTNEW,X ; 03736 03737 ;*** Calculate PLAYER color/brightness value *********************************** A55A 98 03738 TYA ; Pick color (B7..4) using PLAYER shape type A55B 4A 03739 LSR A ; A55C 4A 03740 LSR A ; A55D 4A 03741 LSR A ; A55E A8 03742 TAY ; A55F B9D1BF 03743 LDA PLSHAPCOLORTAB,Y ; A562 C008 03744 CPY #8 ; Pick random color if ZYLON BASESTAR (shape type 8) A564 D003 03745 BNE SKIP029 ; A566 4D0AD2 03746 EOR RANDOM ; A569 A46A 03747 SKIP029 LDY L.RANGEINDEX ; A56B 59DBBF 03748 EOR PLSHAPBRITTAB,Y ; Pick brightness (B3..0) using range index and merge 03749 A56E 456B 03750 EOR L.COLORMASK ; Modify color/brightness of PLAYER 03751 A570 BCDFB8 03752 LDY PLCOLOROFFTAB,X ; Get PLAYER color offset A573 99EE00 03753 STA PL0COLOR,Y ; Store color in PLAYER color register A576 4CE7A4 03754 JMP LOOP023 ; Next PLAYER space object 03755 03756 ;*** (16) Flash red alert ****************************************************** A579 A0AF 03757 JUMP003 LDY #$AF ; Prep PLAYFIELD2 color {BRIGHT BLUE-GREEN} A57B A681 03758 LDX SHIELDSCOLOR ; Prep Shields color {DARK GREEN} or {BLACK} 03759 A57D A58B 03760 LDA REDALERTLIFE ; Skip if red alert is over A57F F00C 03761 BEQ SKIP030 ; 03762 A581 C68B 03763 DEC REDALERTLIFE ; Decrement lifetime of red alert A583 A04F 03764 LDY #$4F ; Prep PLAYFIELD2 color {BRIGHT ORANGE} 03765 A585 2920 03766 AND #$20 ; Switch colors every 64 game loops A587 F004 03767 BEQ SKIP030 ; 03768 A589 A242 03769 LDX #$42 ; Load BACKGROUND color {DARK ORANGE} A58B A060 03770 LDY #$60 ; Load PLAYFIELD2 color {DARK PURPLE BLUE} 03771 A58D 84F4 03772 SKIP030 STY PF2COLOR ; Store PLAYFIELD2 color A58F 86F6 03773 STX BGRCOLOR ; Store BACKGROUND color 03774 03775 ;*** (17) Update color of PLAYFIELD space objects (stars, explosion fragments) * A591 A679 03776 LDX MAXSPCOBJIND ; Loop over all PLAYFIELD space objs (X index > 4) A593 BD400A 03777 LOOP025 LDA ZPOSHI,X ; Prep z-coordinate (high byte) A596 A4D0 03778 LDY SHIPVIEW ; A598 C001 03779 CPY #1 ; Skip if not in Aft view A59A D009 03780 BNE SKIP032 ; 03781 A59C C9F0 03782 CMP #$F0 ; Skip if star not too far (z < $F0** (-4096) ) A59E B003 03783 BCS SKIP031 ; A5A0 2064B7 03784 JSR INITPOSVEC ; Re-init position vector A5A3 49FF 03785 SKIP031 EOR #$FF ; Invert z-coordinate (high byte) 03786 A5A5 C910 03787 SKIP032 CMP #16 ; Convert z-coordinate (high byte) A5A7 9002 03788 BCC SKIP033 ; ...into range index 0..15 A5A9 A90F 03789 LDA #15 ; 03790 A5AB 0A 03791 SKIP033 ASL A ; Compute index to pixel color table: A5AC 291C 03792 AND #$1C ; Use bits B3..1 from range index as B4..2. A5AE 0572 03793 ORA COUNT8 ; Combine with random bits B3..0 from counter 03794 A5B0 A8 03795 TAY ; A5B1 B990BA 03796 LDA FOURCOLORPIXEL,Y ; Load 1-byte bit pattern for 4 pixels of same color A5B4 856A 03797 STA L.FOURCOLORPIX ; ...and temporarily save it 03798 A5B6 BD2A0C 03799 LDA PIXELCOLUMN,X ; Load pixel mask to mask 1 pixel out of 4 pixels: A5B9 2903 03800 AND #$03 ; Use B1..0 from pixel column number... A5BB A8 03801 TAY ; A5BC B9B0BA 03802 LDA PIXELMASKTAB,Y ; ...to pick mask to filter pixel in byte A5BF 256A 03803 AND L.FOURCOLORPIX ; ...AND with 1-byte bit pattern for 4 pixels A5C1 9DEE0C 03804 STA PIXELBYTE,X ; ...store byte (used in repaint step of game loop) 03805 A5C4 CA 03806 DEX ; A5C5 E005 03807 CPX #NUMSPCOBJ.PL ; A5C7 B0CA 03808 BCS LOOP025 ; Next PLAYFIELD space object 03809 03810 ;*** (18) Skip input handling if in demo mode ********************************** A5C9 2464 03811 BIT ISDEMOMODE ; If in demo mode skip to function keys A5CB 5003 03812 BVC SKIP034 ; A5CD 4C9BA6 03813 JMP SKIP040 ; 03814 03815 ;*** (19) Handle keyboard input ************************************************ A5D0 20FEAF 03816 SKIP034 JSR KEYBOARD ; Handle keyboard input 03817 03818 ;*** (20) Handle joystick input ************************************************ A5D3 AD00D3 03819 LDA PORTA ; Load Joystick 0 directions A5D6 A8 03820 TAY ; ...Bits B0..3 -> Right, left, down, up. A5D7 2903 03821 AND #$03 ; ...Bit = 0/1 -> Stick pressed/not pressed A5D9 AA 03822 TAX ; JOYSTICKY := +1 -> Up A5DA BDF5BA 03823 LDA STICKINCTAB,X ; JOYSTICKY := 0 -> Centered A5DD 85C9 03824 STA JOYSTICKY ; JOYSTICKY := -1 -> Down A5DF 98 03825 TYA ; A5E0 4A 03826 LSR A ; A5E1 4A 03827 LSR A ; A5E2 2903 03828 AND #$03 ; A5E4 AA 03829 TAX ; JOYSTICKX := -1 -> Left A5E5 BDF5BA 03830 LDA STICKINCTAB,X ; JOYSTICKX := 0 -> Centered A5E8 85C8 03831 STA JOYSTICKX ; JOYSTICKX := +1 -> Right 03832 03833 ;*** (21) Check if our starship's photon torpedoes have hit a target *********** A5EA 203DAF 03834 JSR COLLISION ; Check if our starship's photon torpedoes have hit 03835 03836 ;*** (22) Handle joystick trigger ********************************************** A5ED 2029AE 03837 JSR TRIGGER ; Handle joystick trigger 03838 03839 ;*** (23) Handle Attack Computer and Tracking Computer ************************* A5F0 2C9509 03840 BIT GCSTATCOM ; Skip if Attack Computer destroyed A5F3 7040 03841 BVS SKIP038 ; 03842 A5F5 A57E 03843 LDA DRAINATTCOMP ; Skip if Attack Computer off A5F7 F03C 03844 BEQ SKIP038 ; 03845 A5F9 A5D0 03846 LDA SHIPVIEW ; Skip if not in Front view A5FB D003 03847 BNE SKIP035 ; 03848 A5FD 20BFA7 03849 JSR UPDATTCOMP ; Update Attack Computer Display 03850 A600 AE5C09 03851 SKIP035 LDX TRACKDIGIT ; Load index of tracked space object 03852 A603 A5BF 03853 LDA ZYLONATTACKER ; Skip if ship of current Zylon torpedo is tracked A605 3005 03854 BMI SKIP036 ; A607 AA 03855 TAX ; ...else override Tracking Computer... A608 0980 03856 ORA #$80 ; A60A 85BF 03857 STA ZYLONATTACKER ; ...and mark Zylon torpedo's ship as being tracked 03858 A60C B5E9 03859 SKIP036 LDA PL0LIFE,X ; Skip if tracked space object still alive A60E D00B 03860 BNE SKIP037 ; 03861 A610 8A 03862 TXA ; A611 4901 03863 EOR #$01 ; A613 AA 03864 TAX ; A614 B5E9 03865 LDA PL0LIFE,X ; Check if other Zylon ship still alive A616 D003 03866 BNE SKIP037 ; ...yes -> Keep new index A618 AE5C09 03867 LDX TRACKDIGIT ; ...no -> Revert to old index of tracked space obj 03868 A61B 8E5C09 03869 SKIP037 STX TRACKDIGIT ; Store index of tracked space object 03870 A61E A57C 03871 LDA ISTRACKCOMPON ; Skip if tracking computer is turned off A620 F013 03872 BEQ SKIP038 ; 03873 A622 A5D0 03874 LDA SHIPVIEW ; Skip if in Long-Range Scan or Galactic Chart view A624 C902 03875 CMP #2 ; A626 B00D 03876 BCS SKIP038 ; 03877 A628 4901 03878 EOR #$01 ; A62A DDAD09 03879 CMP ZPOSSIGN,X ; Skip if tracked space object in our starship's... A62D F006 03880 BEQ SKIP038 ; ...view direction 03881 A62F AA 03882 TAX ; A630 BDCFBE 03883 LDA TRACKKEYSTAB,X ; Pick 'F' or 'A' (Front or Aft view) keyboard code A633 85CA 03884 STA KEYCODE ; ...and store it (= emulate pressing 'F' or 'A' key) 03885 03886 ;*** (24) Handle docking to starbase ******************************************* A635 20E6AC 03887 SKIP038 JSR DOCKING ; Handle docking to starbase 03888 03889 ;*** (25) Handle maneuvering *************************************************** A638 2079AA 03890 JSR MANEUVER ; Handle maneuvering photon torpedoes and Zylon ships 03891 03892 ;*** (26) Was our starship hit by Zylon photon torpedo? ************************ A63B A57B 03893 LDA ISSTARBASESECT ; Skip hit check if in starbase sector A63D D05C 03894 BNE SKIP040 ; 03895 A63F A5EB 03896 LDA PL2LIFE ; Skip hit check if PLAYER2 (Zylon photon torpedo)... A641 F058 03897 BEQ SKIP040 ; ...not alive 03898 A643 AC420A 03899 LDY PL2ZPOSHI ; Our starship was not hit if Zylon photon torpedo's A646 C8 03900 INY ; ...z-coordinate is not in -256..255 or... A647 C002 03901 CPY #$02 ; A649 B050 03902 BCS SKIP040 ; 03903 A64B AC730A 03904 LDY PL2XPOSHI ; ...x-coordinate is not in -256..255 or... A64E C8 03905 INY ; A64F C002 03906 CPY #$02 ; A651 B048 03907 BCS SKIP040 ; 03908 A653 ACA40A 03909 LDY PL2YPOSHI ; ...y-coordinate is not in -256..255 . A656 C8 03910 INY ; A657 C002 03911 CPY #$02 ; A659 B040 03912 BCS SKIP040 ; 03913 03914 ;*** (27) Our starship was hit! ************************************************ A65B 20E1AE 03915 JSR DAMAGE ; Damage or destroy some subsystem 03916 A65E A002 03917 LDY #2 ; Trigger explosion at PLAYER2 (Zylon photon torpedo) A660 206BAC 03918 JSR INITEXPL ; 03919 A663 A27F 03920 LDX #$7F ; Prep HITBADNESS := SHIELDS HIT A665 A581 03921 LDA SHIELDSCOLOR ; Skip if Shields are up (SHIELDSCOLOR not {BLACK}). A667 D01E 03922 BNE SKIP039 ; 03923 A669 A20A 03924 LDX #$0A ; Set Front view A66B 2045B0 03925 JSR SETVIEW ; 03926 A66E A023 03927 LDY #$23 ; Set title phrase "SHIP DESTROYED BY ZYLON FIRE" A670 A208 03928 LDX #8 ; Set mission bonus offset A672 200AB1 03929 JSR GAMEOVER ; Game over 03930 A675 A25F 03931 LDX #$5F ; Hide Control Panel Display (bottom text window) A677 A080 03932 LDY #$80 ; A679 A908 03933 LDA #$08 ; A67B 20F1AD 03934 JSR MODDLST ; 03935 A67E 200DAE 03936 JSR CLRPLAYFIELD ; Clear PLAYFIELD 03937 A681 A240 03938 LDX #64 ; Enable STARSHIP EXPLOSION noise (see SOUND) A683 86E3 03939 STX NOISEHITLIFE ; 03940 A685 A2FF 03941 LDX #$FF ; Prep HITBADNESS := STARSHIP DESTROYED 03942 A687 868A 03943 SKIP039 STX HITBADNESS ; Store HITBADNESS A689 A900 03944 LDA #0 ; Zylon photon torpedo lifetime := 0 game loops A68B 85EB 03945 STA PL2LIFE ; A68D A902 03946 LDA #2 ; Init Zylon photon torpedo trigger A68F 85BE 03947 STA TORPEDODELAY ; 03948 A691 A201 03949 LDX #1 ; ENERGY := ENERGY - 100 after photon torpedo hit A693 206FB8 03950 JSR DECENERGY ; 03951 A696 A20A 03952 LDX #$0A ; Play noise sound pattern SHIELD EXPLOSION A698 20A8AE 03953 JSR NOISE ; 03954 03955 ;*** (28) Handle function keys ************************************************* A69B A463 03956 SKIP040 LDY FKEYCODE ; Prep old function key code A69D AD1FD0 03957 LDA CONSOL ; POKEY: Load function key code 03958 A6A0 49FF 03959 EOR #$FF ; Store inverted and masked function key code A6A2 2903 03960 AND #$03 ; A6A4 8563 03961 STA FKEYCODE ; A6A6 F01A 03962 BEQ SKIP042 ; Skip if no function key pressed 03963 A6A8 88 03964 DEY ; A6A9 1017 03965 BPL SKIP042 ; Skip if SELECT or START still pressed A6AB 8566 03966 STA IDLECNTHI ; Reset idle counter to a value in 1..3 (?) A6AD C902 03967 CMP #2 ; Skip if SELECT function key pressed A6AF B006 03968 BCS SKIP041 ; 03969 A6B1 A900 03970 LDA #0 ; START function key pressed: A6B3 A8 03971 TAY ; Prep empty title phrase offset A6B4 4C5EA1 03972 JMP INITSTART ; Reenter game loop via INITSTART 03973 A6B7 E662 03974 SKIP041 INC MISSIONLEVEL ; SELECT function key pressed: A6B9 A562 03975 LDA MISSIONLEVEL ; Cycle through next of 4 mission levels A6BB 2903 03976 AND #$03 ; A6BD 8562 03977 STA MISSIONLEVEL ; A6BF 4C5AA1 03978 JMP INITSELECT ; Reenter game loop via INITSELECT 03979 03980 ;*** (29) Update Control Panel Display ***************************************** A6C2 2004B8 03981 SKIP042 JSR UPDPANEL ; Update Control Panel Display 03982 03983 ;*** (30) Handle hyperwarp ***************************************************** A6C5 209BA8 03984 JSR HYPERWARP ; Handle hyperwarp 03985 03986 ;*** (31) Update title line **************************************************** A6C8 2016B2 03987 JSR UPDTITLE ; Update title line 03988 03989 ;*** (32) Flush game loop iteration ******************************************** A6CB 20E4B4 03990 JSR FLUSHGAMELOOP ; Move Zylon units, age torpedoes, elapse time 03991 03992 ;*** (33) Jump back to begin of game loop ************************************** A6CE 4CF3A1 03993 JMP GAMELOOP ; Next game loop iteration 03994 03995 ;******************************************************************************* 03996 ;* * 03997 ;* VBIHNDLR * 03998 ;* * 03999 ;* Vertical Blank Interrupt Handler * 04000 ;* * 04001 ;******************************************************************************* 04002 04003 ; DESCRIPTION 04004 ; 04005 ; This subroutine is executed during the Vertical Blank Interrupt (VBI) when the 04006 ; TV beam has reached the bottom-right corner of the TV screen and is switched 04007 ; off to return to the top-left position. This situation is called the "vertical 04008 ; blank phase". 04009 ; 04010 ; This subroutine signals its execution with flag ISVBISYNC ($67) (which is 04011 ; examined by GAMELOOP ($A1F3) to synchronize the execution of the game loop 04012 ; with the start of this subroutine). Then it switches the character set to the 04013 ; ROM character set, sets the BACKGROUND color depending on the severity of a 04014 ; Zylon photon torpedo hit and view mode, copies PLAYER and PLAYFIELD color 04015 ; registers to their corresponding hardware registers, clears the Player/Missile 04016 ; collision registers, calls the sound effects code in subroutine SOUND ($B2AB), 04017 ; and increments the idle counter. If the idle counter reaches the value $8000 04018 ; the title phrase is cleared and the program is switched to demo mode. 04019 ; 04020 ; BUG (at $A6EC): Because the values of SHIPVIEW ($D0) are $00, $01, $40, and 04021 ; $80, a value of 3 overspecifies the comparison. Suggested fix: Replace CMP #3 04022 ; with CMP #2, which may make the code clearer. 04023 ; 04024 ; BUG (at $A712): Demo mode is entered via a JMP instruction, which proceeds 04025 ; directly into GAMELOOP ($A1F3). Thus code execution never returns to pop the 04026 ; registers pushed on the stack during entry of this subroutine. Suggested fix: 04027 ; None. 04028 A6D1 A9FF 04029 VBIHNDLR LDA #$FF ; Signals entering Vertical Blank Interrupt A6D3 8567 04030 STA ISVBISYNC ; 04031 A6D5 A9E0 04032 LDA #>ROMCHARSET ; Switch character set to ROM character set A6D7 8D09D4 04033 STA CHBASE ; 04034 A6DA A6F6 04035 LDX BGRCOLOR ; Preload BACKGROUND color A6DC AD0AD2 04036 LDA RANDOM ; Preload random number A6DF 248A 04037 BIT HITBADNESS ; Check if our starship was hit A6E1 5007 04038 BVC SKIP044 ; If HITBADNESS has a value of... A6E3 3004 04039 BMI SKIP043 ; $00 -> NO HIT (BGR color := unchanged) A6E5 2972 04040 AND #$72 ; $7F -> SHIELDS HIT (BGR color := %01rr00r0) A6E7 0940 04041 ORA #$40 ; $FF -> STARSHIP DESTROYED (BGR color := %01rr00r0) A6E9 AA 04042 SKIP043 TAX ; A6EA A5D0 04043 SKIP044 LDA SHIPVIEW ; Skip if in Front or Aft view A6EC C903 04044 CMP #3 ; (!) A6EE 9002 04045 BCC SKIP045 ; A6F0 A2A0 04046 LDX #$A0 ; Preload BACKGROUND color {DARK BLUE GREEN}... A6F2 86F6 04047 SKIP045 STX BGRCOLOR ; Store BACKGROUND color 04048 A6F4 A208 04049 LDX #8 ; Copy all color registers to hardware registers A6F6 B5EE 04050 LOOP026 LDA PL0COLOR,X ; A6F8 9D12D0 04051 STA COLPM0,X ; A6FB CA 04052 DEX ; A6FC 10F8 04053 BPL LOOP026 ; 04054 A6FE 8D1ED0 04055 STA HITCLR ; Clear Player/Missile collision registers 04056 A701 20ABB2 04057 JSR SOUND ; Call sound effects 04058 A704 E677 04059 INC IDLECNTLO ; Increment 16-bit idle counter A706 D00D 04060 BNE SKIP046 ; A708 A566 04061 LDA IDLECNTHI ; A70A 3009 04062 BMI SKIP046 ; A70C E666 04063 INC IDLECNTHI ; A70E 1005 04064 BPL SKIP046 ; Skip if idle counter value of $8000 not reached yet 04065 A710 A000 04066 LDY #$00 ; Prep empty title phrase offset A712 4C5CA1 04067 JMP INITDEMO ; Enter demo mode (!) 04068 A715 4C4BA7 04069 SKIP046 JMP JUMP004 ; Return via DLI return code 04070 04071 ;******************************************************************************* 04072 ;* * 04073 ;* DLSTHNDLR * 04074 ;* * 04075 ;* Display List Interrupt Handler * 04076 ;* * 04077 ;******************************************************************************* 04078 04079 ; DESCRIPTION 04080 ; 04081 ; This subroutine is executed during the Display List Interrupt (DLI). It 04082 ; switches the character set to the ROM character set if the DLI occurs at ANTIC 04083 ; line 96 (video line 192), otherwise to the custom character set. The former 04084 ; happens in the Galactic Chart view where the ROM character set is used in the 04085 ; Galactic Chart Panel Display. 04086 ; 04087 ; Then, the DLI PLAYFIELD colors are copied to the corresponding hardware 04088 ; registers and the values of the collision hardware registers for PLAYER3..4 04089 ; (our starship's photon torpedoes) are copied to the corresponding zero-page 04090 ; variables PL3HIT ($82) and PL4HIT ($83). 04091 A718 48 04092 DLSTHNDLR PHA ; Push A A719 8A 04093 TXA ; A71A 48 04094 PHA ; Push X A71B 98 04095 TYA ; A71C 48 04096 PHA ; Push Y 04097 A71D A9E0 04098 LDA #>ROMCHARSET ; Switch to ROM charset if ANTIC line counter = 96 A71F AC0BD4 04099 LDY VCOUNT ; ...else switch to custom character set A722 C060 04100 CPY #96 ; A724 F002 04101 BEQ SKIP047 ; A726 A9A0 04102 LDA #>CHARSET ; A728 8D09D4 04103 SKIP047 STA CHBASE ; 04104 A72B A204 04105 LDX #4 ; Loop over all PLAYFIELD colors A72D 8D0AD4 04106 STA WSYNC ; Stop and wait for horizontal TV beam sync A730 B5F7 04107 LOOP027 LDA PF0COLORDLI,X ; Copy DLI PLAYFIELD colors to hardware registers A732 9D16D0 04108 STA COLPF0,X ; A735 CA 04109 DEX ; A736 10F8 04110 BPL LOOP027 ; Next PLAYFIELD color 04111 A738 AD08D0 04112 LDA M0PL ; Merge MISSILE-to-PLAYER collision registers... A73B 0D09D0 04113 ORA M1PL ; A73E 0D0AD0 04114 ORA M2PL ; A741 0D0BD0 04115 ORA M3PL ; A744 8583 04116 STA PL4HIT ; ...and store them in PL4HIT A746 AD0FD0 04117 LDA P3PL ; Copy PLAYER3-to-PLAYER coll. register to PL3HIT A749 8582 04118 STA PL3HIT ; 04119 A74B 68 04120 JUMP004 PLA ; Pop Y A74C A8 04121 TAY ; A74D 68 04122 PLA ; Pop X A74E AA 04123 TAX ; A74F 68 04124 PLA ; Pop A A750 40 04125 RTI ; Return from interrupt 04126 04127 ;******************************************************************************* 04128 ;* * 04129 ;* IRQHNDLR * 04130 ;* * 04131 ;* Interrupt Request (IRQ) Handler * 04132 ;* * 04133 ;******************************************************************************* 04134 04135 ; DESCRIPTION 04136 ; 04137 ; This subroutine is executed during immediate interrupt requests (IRQs), such 04138 ; as after pressing a key on the keyboard. It clears and disables all IRQs 04139 ; except the interrupt raised by a pressed key. If a key has been pressed, its 04140 ; hardware code is collected and the bits of the SHIFT and CONTROL keys are 04141 ; added. The resulting keyboard code is stored in KEYCODE ($CA). 04142 A751 48 04143 IRQHNDLR PHA ; Push A A752 A900 04144 LDA #0 ; POKEY: Disable all IRQs A754 8D0ED2 04145 STA IRQEN ; A757 A940 04146 LDA #$40 ; POKEY: Enable keyboard interrupt (IRQ) A759 8D0ED2 04147 STA IRQEN ; A75C AD09D2 04148 LDA KBCODE ; POKEY: Load keyboard key code A75F 09C0 04149 ORA #$C0 ; Combine with SHIFT and CONTROL key bits A761 85CA 04150 STA KEYCODE ; Store keyboard code A763 68 04151 PLA ; Pop A A764 40 04152 RTI ; Return from interrupt 04153 04154 ;******************************************************************************* 04155 ;* * 04156 ;* DRAWLINES * 04157 ;* * 04158 ;* Draw horizontal and vertical lines * 04159 ;* * 04160 ;******************************************************************************* 04161 04162 ; DESCRIPTION 04163 ; 04164 ; Draws the Attack Computer Display (in Front view), cross hairs (in Front and 04165 ; Aft view), and our starship's shape (in Long-Range Scan view) on the PLAYFIELD 04166 ; (if the Attack Computer is not destroyed) by being passed an offset to table 04167 ; DRAWLINESTAB ($BAF9). This table consists of a list of 3-byte elements, 04168 ; terminated by an end marker byte ($FE). Each such element defines a single 04169 ; horizontal or vertical line, and is passed via memory addresses DIRLEN ($A4), 04170 ; PENROW ($A5), and PENCOLUMN ($A6) to subroutine DRAWLINE ($A782), which 04171 ; executes the actual drawing. See subroutine DRAWLINE ($A782) and table 04172 ; DRAWLINESTAB ($BAF9) for a description of the 3-byte elements. 04173 ; 04174 ; With every call of this subroutine the blip cycle counter is initialized to 04175 ; the start of the DELAY phase (see subroutine UPDATTCOMP ($A7BF)). 04176 ; 04177 ; NOTE: The entry to this subroutine is in mid-code, not at the beginning. 04178 ; 04179 ; INPUT 04180 ; 04181 ; X = Offset into DRAWLINESTAB ($BAF9). Used values are: 04182 ; $00 -> Draw Attack Computer Display and cross hairs (Front view) 04183 ; $2A -> Draw Aft view cross hairs (Aft view) 04184 ; $31 -> Draw our starship's shape (Long-Range Scan view) 04185 A765 99A400 04186 LOOP028 STA DIRLEN,Y ; Store byte of 3-byte element A768 E8 04187 INX ; A769 88 04188 DEY ; A76A 100E 04189 BPL SKIP048 ; Next byte of 3-byte element until 3 bytes copied A76C 2082A7 04190 JSR DRAWLINE ; Draw line on PLAYFIELD 04191 A76F A905 04192 DRAWLINES LDA #5 ; Init blip cycle to DELAY phase... A771 85A2 04193 STA BLIPCYCLECNT ; ...delays drawing each row 04194 A773 2C9509 04195 BIT GCSTATCOM ; Return if Attack Computer destroyed A776 7009 04196 BVS SKIP049 ; 04197 A778 A002 04198 LDY #2 ; A77A BDF9BA 04199 SKIP048 LDA DRAWLINESTAB,X ; Load byte of 3-byte element A77D C9FE 04200 CMP #$FE ; Loop until end marker byte ($FE) encountered A77F D0E4 04201 BNE LOOP028 ; A781 60 04202 SKIP049 RTS ; Return 04203 04204 ;******************************************************************************* 04205 ;* * 04206 ;* DRAWLINE * 04207 ;* * 04208 ;* Draw a single horizontal or vertical line * 04209 ;* * 04210 ;******************************************************************************* 04211 04212 ; DESCRIPTION 04213 ; 04214 ; Draws a single horizontal or vertical transparent line. 04215 ; 04216 ; There are two entries to this subroutine: 04217 ; 04218 ; (1) DRAWLINE ($A782) is entered from subroutine DRAWLINES ($A76F) to draw a 04219 ; line in COLOR1. 04220 ; 04221 ; (2) DRAWLINE2 ($A784) is entered from subroutine UPDATTCOMP ($A7BF) to draw 04222 ; the blip in COLOR2 in the Attack Computer Display. 04223 ; 04224 ; The position, direction, and length of the line is defined by three bytes 04225 ; passed in memory addresses DIRLEN ($A4), PENROW ($A5), and PENCOLUMN ($A6). 04226 ; 04227 ; A drawing operation draws one transparent line. It uses both the color 04228 ; register number of the overwritten (old) and the overwriting (new) pixel to 04229 ; decide on the new pixel color register number. This results in a transparent 04230 ; drawing effect. See the table below for all resulting combinations of color 04231 ; registers. 04232 ; 04233 ; +-----------+---------------+ 04234 ; | | Old Color | 04235 ; | | Register | 04236 ; | New Color +---------------+ 04237 ; | Register | 0 | 1 | 2 | 3 | 04238 ; +-----------+---+---+---+---+ 04239 ; | 0 | 0 | 1 | 2 | 3 | 04240 ; +-----------+---+---+---+---+ 04241 ; | 1 | 1 | 1 | 3 | 3 | 04242 ; +-----------+---+---+---+---+ 04243 ; | 2 | 2 | 3 | 2 | 3 | 04244 ; +-----------+---+---+---+---+ 04245 ; | 3 | 3 | 3 | 3 | 3 | 04246 ; +-----------+---+---+---+---+ 04247 ; 04248 ; For example, COLOR1 overwritten by COLOR2 yields COLOR3. If you look closely 04249 ; at the blip (in COLOR2) on the Attack Computer Display (in COLOR1) the lines 04250 ; of the Attack Computer Display shine through (in COLOR3) where they overlap. 04251 ; 04252 ; INPUT 04253 ; 04254 ; DIRLEN ($A4) = B7 = 0 -> Draw line to the right 04255 ; B7 = 1 -> Draw line downward 04256 ; B6..0 -> Length of line in pixels 04257 ; PENROW ($A5) = Start pixel row number of line 04258 ; PENCOLUMN ($A6) = Start pixel column number of line 04259 =006A 04260 L.PIXELBYTEOFF = $6A ; Within-row-offset to byte with pixel in PLAYFIELD =006B 04261 L.BITPAT = $6B ; 1-byte bit pattern for 4 pixels of same color =006E 04262 L.DIRSAV = $6E ; Saves DIRLEN 04263 A782 A955 04264 DRAWLINE LDA #$55 ; Copy 1-byte bit pattern for 4 pixels of COLOR1 A784 856B 04265 DRAWLINE2 STA L.BITPAT ; A786 A5A4 04266 LDA DIRLEN ; Copy direction (and length) of line A788 856E 04267 STA L.DIRSAV ; A78A 297F 04268 AND #$7F ; Strip direction bit A78C 85A4 04269 STA DIRLEN ; Store length of line 04270 A78E A4A5 04271 LOOP029 LDY PENROW ; Loop over length of line to be drawn A790 B90008 04272 LDA PFMEMROWLO,Y ; Point MEMPTR to start of pen's pixel row... A793 8568 04273 STA MEMPTR ; ...in PLAYFIELD memory A795 B96408 04274 LDA PFMEMROWHI,Y ; A798 8569 04275 STA MEMPTR+1 ; 04276 A79A A5A6 04277 LDA PENCOLUMN ; Calc and store pen's byte-within-row offset A79C 4A 04278 LSR A ; A79D 4A 04279 LSR A ; A79E 856A 04280 STA L.PIXELBYTEOFF ; 04281 A7A0 A5A6 04282 LDA PENCOLUMN ; Calc pixel-within-byte index A7A2 2903 04283 AND #$03 ; A7A4 A8 04284 TAY ; 04285 A7A5 B9B0BA 04286 LDA PIXELMASKTAB,Y ; Pick mask to filter pixel in byte A7A8 256B 04287 AND L.BITPAT ; ...AND with bit pattern for 4 pixels of same color A7AA A46A 04288 LDY L.PIXELBYTEOFF ; A7AC 1168 04289 ORA (MEMPTR),Y ; Blend byte with new pixel and PLAYFIELD byte A7AE 9168 04290 STA (MEMPTR),Y ; ...and store it back in PLAYFIELD memory 04291 A7B0 246E 04292 BIT L.DIRSAV ; Check direction bit B7 A7B2 1004 04293 BPL SKIP050 ; A7B4 E6A5 04294 INC PENROW ; If B7 = 1 -> Increment pen's pixel row number A7B6 D002 04295 BNE SKIP051 ; A7B8 E6A6 04296 SKIP050 INC PENCOLUMN ; If B7 = 0 -> Increment pen's pixel column number 04297 A7BA C6A4 04298 SKIP051 DEC DIRLEN ; A7BC D0D0 04299 BNE LOOP029 ; Next pixel of line A7BE 60 04300 RTS ; Return 04301 04302 ;******************************************************************************* 04303 ;* * 04304 ;* UPDATTCOMP * 04305 ;* * 04306 ;* Update Attack Computer Display * 04307 ;* * 04308 ;******************************************************************************* 04309 04310 ; DESCRIPTION 04311 ; 04312 ; Draws the blip of the tracked space object and the lock-on markers into the 04313 ; Attack Computer Display. The actual drawing follows a cycle of 11 game loop 04314 ; iterations (numbered by this subroutine as "blip cycles" 0..10), which can be 04315 ; divided into three phases: 04316 ; 04317 ; (1) Blip cycle 0..4: Draw blip shape row-by-row 04318 ; 04319 ; Draw the blip's shape into the Attack Computer Display, one row each blip 04320 ; cycle. After 5 blip cycles the blip shape is complete and completely 04321 ; visible because between blip cycles, that is, game loop iterations, the 04322 ; PLAYFIELD is not erased (only the PLAYFIELD space objects are). Drawing 04323 ; is executed by branching to entry DRAWLINE2 ($A784) of subroutine 04324 ; DRAWLINE ($A782). The blip shape is retrieved from table BLIPSHAPTAB 04325 ; ($BF6E). 04326 ; 04327 ; (2) Blip cycle 5..9: Delay 04328 ; 04329 ; Delay the execution of blip cycle 10. 04330 ; 04331 ; (3) Blip cycle 10: Update Attack Computer Display 04332 ; 04333 ; After verifying that the tracked space object is alive, calculate the 04334 ; blip's relative top-left pixel column and row number. Resulting values 04335 ; are in -11..11 and -6..4, relative to the blip's top-left reference 04336 ; position at pixel column number 131 and pixel row number 77, 04337 ; respectively. 04338 ; 04339 ; Filter the Attack Computer Display area: Only pixels of COLOR1 within the 04340 ; inner frame area (a 28 pixel wide x 15 pixel high rectangle with its 04341 ; top-left corner at pixel column number 120 and pixel row number 71) pass 04342 ; the filter operation. This effectively erases the blip. 04343 ; 04344 ; If the blip is within -2..+2 pixels off its horizontal reference position 04345 ; (pixel column numbers 129..132) then the tracked space object is in x 04346 ; lock-on. Draw the x lock-on marker. 04347 ; 04348 ; If the tracked space object is in x lock-on and the blip is within -2..+1 04349 ; pixels off its vertical reference position (pixel column numbers 75..78) 04350 ; then the tracked space object is in x and y lock-on. Draw also the y 04351 ; lock-on marker. 04352 ; 04353 ; If the tracked space object is in x and y lock-on and the tracked space 04354 ; object's z-coordinate < +3072 (+$0C**) then the tracked space object 04355 ; is in x, y and z lock-on. Draw also the z lock-on marker. 04356 ; 04357 ; If the tracked space object is in x, y, and z lock-on (and thus in 04358 ; optimal firing range) set the ISINLOCKON ($A3) flag. 04359 ; 04360 ; The following sketches show the Attack Computer Display area overlaid 04361 ; with the Attack Computer Display frame: 04362 ; 04363 ; 119 119 04364 ; 70 ############################## 70 ############################## 04365 ; # ....#.... # # # # 04366 ; # ....#.... # # # # 04367 ; # ....#.... # # # # 04368 ; # ....#.... # # # # 04369 ; # ############### # #......###############.......# 04370 ; #XXXX # ......... # XXXX# #......#.............#.......# 04371 ; # # ..$...... # # #......#....$........#.......# 04372 ; ######## ......... ######### ########.............######### 04373 ; # # ......... # # #......#.............#.......# 04374 ; # # ......... # # #YYYY..#.............#...YYYY# 04375 ; # ############### # #......###############.......# 04376 ; # ....#.... # #.............#..............# 04377 ; # ....#.... # # # # 04378 ; # ....#.... # # # # 04379 ; # ....#.... # # # # 04380 ; ############################## ############################## 04381 ; 04382 ; X = x lock-on marker Y = y lock-on marker 04383 ; . = x lock-on blip zone . = y lock-on blip zone 04384 ; $ = Blip's top-left reference $ = Blip's top-left reference 04385 ; position position 04386 ; 04387 ; 119 04388 ; 70 ############################## 04389 ; # # # 04390 ; # # # 04391 ; # # # 04392 ; # # # 04393 ; # ############### # 04394 ; # # # # 04395 ; # # $ # # 04396 ; ######## ######### 04397 ; # # # # 04398 ; # # # # 04399 ; # ############### # 04400 ; # # # 04401 ; # # # 04402 ; # ZZ # ZZ # 04403 ; # ZZ # ZZ # 04404 ; ############################## 04405 ; 04406 ; Z = z lock-on marker 04407 ; $ = Blip's top-left reference 04408 ; position 04409 =006C 04410 L.SHIFTSHAPE = $6C ; Saves shifted byte of blip shape bit pattern 04411 A7BF AE5C09 04412 UPDATTCOMP LDX TRACKDIGIT ; Load index of tracked space object A7C2 A4A2 04413 LDY BLIPCYCLECNT ; Load blip cycle counter A7C4 C005 04414 CPY #5 ; A7C6 B024 04415 BCS SKIP054 ; Skip drawing blip if blip cycle > 5 04416 04417 ;*** Blip cycle 0..4: Draw blip shape one row each cycle *********************** A7C8 A5A0 04418 LDA BLIPCOLUMN ; Init pen's pixel column number... A7CA 85A6 04419 STA PENCOLUMN ; ...with top position of blip shape A7CC B96EBF 04420 LDA BLIPSHAPTAB,Y ; Load bit pattern of one row of blip shape A7CF 0A 04421 LOOP030 ASL A ; Shift bit pattern one position to the left A7D0 856C 04422 STA L.SHIFTSHAPE ; Temporarily save shifted shape byte A7D2 900D 04423 BCC SKIP052 ; Skip if shifted-out bit = 0 04424 A7D4 A981 04425 LDA #$81 ; Store "draw a line of 1 pixel length downward" A7D6 85A4 04426 STA DIRLEN ; ...for call to DRAWLINE2 04427 A7D8 A5A1 04428 LDA BLIPROW ; Init pen's pixel row number... A7DA 85A5 04429 STA PENROW ; ...with leftmost position of blip shape A7DC A9AA 04430 LDA #$AA ; Load 1-byte bit pattern for 4 pixels of COLOR2 A7DE 2084A7 04431 JSR DRAWLINE2 ; Draw pixel on PLAYFIELD 04432 A7E1 E6A6 04433 SKIP052 INC PENCOLUMN ; Move pen one pixel to the right A7E3 A56C 04434 LDA L.SHIFTSHAPE ; Reload shifted shape byte A7E5 D0E8 04435 BNE LOOP030 ; Next horizontal pixel of blip shape 04436 A7E7 E6A1 04437 INC BLIPROW ; Move pen one pixel downward A7E9 E6A2 04438 SKIP053 INC BLIPCYCLECNT ; Increment blip cycle counter A7EB 60 04439 RTS ; Return 04440 04441 ;*** Blip cycle 5..9: Delay **************************************************** A7EC C00A 04442 SKIP054 CPY #10 ; Return if blip cycle < 10 A7EE 90F9 04443 BCC SKIP053 ; 04444 04445 ;*** Blip cycle 10: Calculate new blip pixel row and column numbers ************ A7F0 B5E9 04446 LDA PL0LIFE,X ; Skip if tracked object not alive A7F2 F03C 04447 BEQ SKIP059 ; 04448 A7F4 BD710A 04449 LDA XPOSHI,X ; Map x-coordinate of tracked space obj to -11..11: A7F7 BCDE09 04450 LDY XPOSSIGN,X ; Skip if tracked object on left screen half (x >= 0) A7FA F008 04451 BEQ SKIP055 ; 04452 A7FC C90C 04453 CMP #12 ; Skip if x of tracked obj < +$0C** (< 3327) A7FE 900A 04454 BCC SKIP056 ; A800 A90B 04455 LDA #11 ; Prep relative pixel column number of 11, skip A802 1006 04456 BPL SKIP056 ; 04457 A804 C9F5 04458 SKIP055 CMP #-11 ; Skip if x of tracked obj >= -($0B**) (>=-2816) A806 B002 04459 BCS SKIP056 ; A808 A9F5 04460 LDA #-11 ; Prep relative pixel column number of -11 04461 A80A 18 04462 SKIP056 CLC ; Add 131 (= blip's top-left reference pixel column) A80B 6983 04463 ADC #131 ; A80D 85A0 04464 STA BLIPCOLUMN ; BLIPCOLUMN := 131 + -11..11 04465 A80F BDA20A 04466 LDA YPOSHI,X ; Map y-coordinate of tracked space obj to -6..4: A812 49FF 04467 EOR #$FF ; Mirror y-coordinate on y-axis (displacement of +1) A814 BC0F0A 04468 LDY YPOSSIGN,X ; Skip if tracked obj on lower screen half (y < 0) A817 D008 04469 BNE SKIP057 ; 04470 A819 C905 04471 CMP #5 ; Skip if mirrored y of tracked obj < +$05** A81B 900A 04472 BCC SKIP058 ; A81D A904 04473 LDA #4 ; Prep relative pixel row number of 4, skip A81F 1006 04474 BPL SKIP058 ; 04475 A821 C9FA 04476 SKIP057 CMP #-6 ; Skip if mirrored y of tracked obj >= -($06**) A823 B002 04477 BCS SKIP058 ; A825 A9FA 04478 LDA #-6 ; Prep relative pixel row number of -6 04479 A827 18 04480 SKIP058 CLC ; Add 77 (= blip's top-left ref. pixel row number) A828 694D 04481 ADC #77 ; A82A 85A1 04482 STA BLIPROW ; BLIPROW := 77 + -6..4 04483 A82C A900 04484 LDA #0 ; Reset blip cycle A82E 85A2 04485 STA BLIPCYCLECNT ; 04486 04487 ;*** Filter Attack Computer Display frame area ********************************* 04488 ; PLAYFIELD address of top-left of Attack Computer =1B36 04489 PFMEM.C120R71 = PFMEM+71*40+120/4 ; Display's inner frame @ pixel column 120, row 71 04490 A830 A936 04491 SKIP059 LDA #PFMEM.C120R71 ; ...in PLAYFIELD memory A836 8569 04494 STA MEMPTR+1 ; 04495 A838 A20E 04496 LDX #14 ; Traverse a 28 x 15 pixel rect of PLAYFIELD memory A83A A006 04497 LOOP031 LDY #6 ; A83C B168 04498 LOOP032 LDA (MEMPTR),Y ; Load byte (4 pixels) from PLAYFIELD memory A83E 2955 04499 AND #$55 ; Filter COLOR1 pixels A840 9168 04500 STA (MEMPTR),Y ; Store byte (4 pixels) back to PLAYFIELD memory A842 88 04501 DEY ; A843 10F7 04502 BPL LOOP032 ; Next 4 pixels in x-direction 04503 A845 18 04504 CLC ; Add 40 to MEMPTR A846 A568 04505 LDA MEMPTR ; (40 bytes = 160 pixels = 1 PLAYFIELD row of pixels) A848 6928 04506 ADC #40 ; A84A 8568 04507 STA MEMPTR ; A84C 9002 04508 BCC SKIP060 ; A84E E669 04509 INC MEMPTR+1 ; 04510 A850 CA 04511 SKIP060 DEX ; A851 10E7 04512 BPL LOOP031 ; Next row of pixels in y-direction 04513 04514 ;*** Prepare lock-on marker checks ********************************************* A853 AE5C09 04515 LDX TRACKDIGIT ; Preload index of tracked space obj to check z-range A856 C8 04516 INY ; Y := 0, preloaded value of ISINLOCKON 04517 04518 ;*** Draw lock-on markers ****************************************************** 04519 ; PLAYFIELD addresses of =1BFE 04520 PFMEM.C120R76 = PFMEM+76*40+120/4 ; ...x lock-on marker @ pixel column 120, row 76 =1C04 04521 PFMEM.C144R76 = PFMEM+76*40+144/4 ; ...x lock-on marker @ pixel column 144, row 76 =1C9E 04522 PFMEM.C120R80 = PFMEM+80*40+120/4 ; ...y lock-on marker @ pixel column 120, row 80 =1CA4 04523 PFMEM.C144R80 = PFMEM+80*40+144/4 ; ...y lock-on marker @ pixel column 144, row 80 =1D40 04524 PFMEM.C128R84 = PFMEM+84*40+128/4 ; ...z lock-on marker @ pixel column 128, row 84 =1D68 04525 PFMEM.C128R85 = PFMEM+85*40+128/4 ; ...z lock-on marker @ pixel column 128, row 85 =1D42 04526 PFMEM.C136R84 = PFMEM+84*40+136/4 ; ...z lock-on marker @ pixel column 136, row 84 =1D6A 04527 PFMEM.C136R85 = PFMEM+85*40+136/4 ; ...z lock-on marker @ pixel column 136, row 85 04528 A857 A588 04529 LDA LOCKONLIFE ; If lock-on lifetime expired redraw lock-on markers A859 F004 04530 BEQ SKIP061 ; 04531 A85B C688 04532 DEC LOCKONLIFE ; else decr lock-on lifetime, skip drawing markers A85D D039 04533 BNE SKIP062 ; 04534 A85F A5A0 04535 SKIP061 LDA BLIPCOLUMN ; Skip x, y, and z lock-on marker if blip's... A861 C981 04536 CMP #129 ; ...top-left pixel column number not in 129..132 A863 9033 04537 BCC SKIP062 ; A865 C985 04538 CMP #133 ; A867 B02F 04539 BCS SKIP062 ; 04540 A869 A9AA 04541 LDA #$AA ; Draw x lock-on marker (4 horiz. pixels of COLOR2) A86B 8DFE1B 04542 STA PFMEM.C120R76 ; ...at pixel column 120, row 76 A86E 8D041C 04543 STA PFMEM.C144R76 ; ...at pixel column 144, row 76 04544 A871 A5A1 04545 LDA BLIPROW ; Skip y and z lock-on marker if blip's... A873 C94B 04546 CMP #75 ; ...top-left pixel row number not in 75...78 A875 9021 04547 BCC SKIP062 ; A877 C94F 04548 CMP #79 ; A879 B01D 04549 BCS SKIP062 ; 04550 A87B A9AA 04551 LDA #$AA ; Draw y lock-on marker (4 horiz. pixels of COLOR2) A87D 8D9E1C 04552 STA PFMEM.C120R80 ; ...at pixel column 120, row 80 A880 8DA41C 04553 STA PFMEM.C144R80 ; ...at pixel column 144, row 80 04554 A883 BD400A 04555 LDA ZPOSHI,X ; Skip z lock-on marker if z >= +$0C** (>= 3072) A886 C90C 04556 CMP #12 ; A888 B00E 04557 BCS SKIP062 ; 04558 A88A A0A0 04559 LDY #$A0 ; Draw z lock-on marker (2 horiz. pixels of COLOR2) A88C 8C401D 04560 STY PFMEM.C128R84 ; ...at pixel column 128, row 84 (prep lock-on flag) A88F 8C681D 04561 STY PFMEM.C128R85 ; ...at pixel column 128, row 85 A892 8C421D 04562 STY PFMEM.C136R84 ; ...at pixel column 136, row 84 A895 8C6A1D 04563 STY PFMEM.C136R85 ; ...at pixel column 136, row 85 04564 A898 84A3 04565 SKIP062 STY ISINLOCKON ; Store lock-on flag (> 0 -> Tracked obj locked on) A89A 60 04566 RTS ; Return 04567 04568 ;******************************************************************************* 04569 ;* * 04570 ;* HYPERWARP * 04571 ;* * 04572 ;* Handle hyperwarp * 04573 ;* * 04574 ;******************************************************************************* 04575 04576 ; DESCRIPTION 04577 ; 04578 ; Handles the hyperwarp sequence, which transports our starship from one sector 04579 ; to another. It can be divided into four phases: 04580 ; 04581 ; (1) ACCELERATION PHASE 04582 ; 04583 ; The ACCELERATION PHASE is entered after the hyperwarp sequence has been 04584 ; engaged in subroutine KEYBOARD ($AFFE) by pressing the 'H' key. The 04585 ; Hyperwarp Target Marker appears and our starship begins to accelerate. 04586 ; When our starship's velocity reaches 128 (the VELOCITY readout of 04587 ; the Control Panel Display displays "50"), the STAR TRAIL phase is 04588 ; entered. 04589 ; 04590 ; The Hyperwarp Target Marker is represented by a space object some fixed 04591 ; distance away in front of our starship as PLAYER3. It has a lifetime of 04592 ; 144 game loop iterations and is tracked. Thus, tracking handling in 04593 ; subroutine UPDATTCOMP ($A7BF) provides drawing the x and y lock-on 04594 ; markers in the Attack Computer Display when the Hyperwarp Target Marker 04595 ; is centered. 04596 ; 04597 ; A temporary arrival location on the Galactic Chart was saved when the 04598 ; hyperwarp was engaged in subroutine KEYBOARD ($AFFE). During the 04599 ; ACCELERATION PHASE (and the subsequent STAR TRAIL PHASE) this location is 04600 ; constantly updated depending on how much the Hyperwarp Target Marker 04601 ; veers off its center position. 04602 ; 04603 ; The actual arrival hyperwarp marker row and column numbers on the 04604 ; Galactic Chart are the sum of the temporary arrival hyperwarp marker row 04605 ; and column numbers stored when engaging the hyperwarp in subroutine 04606 ; KEYBOARD ($AFFE) and the number of Player/Missile (PM) pixels which the 04607 ; Hyperwarp Target Marker is off-center vertically and horizontally, 04608 ; respectively, at the end of the STAR TRAIL PHASE. 04609 ; 04610 ; NOTE: The used vertical center value of 119 PM pixels is the PM pixel row 04611 ; number of the top edge of the centered Hyperwarp Target Marker (from top 04612 ; to bottom: 8 PM pixels to the start of Display List + 16 PM pixels blank 04613 ; lines + 100 PM pixels to the vertical PLAYFIELD center - 5 PM pixels 04614 ; relative offset of the Hyperwarp Target Marker's shape center to the 04615 ; shape's top edge = 119 PM pixels). Recall also that PLAYERs at 04616 ; single-line resolution have PM pixels that are half as high as they are 04617 ; wide. 04618 ; 04619 ; NOTE: The used horizontal center value of 125 PM pixels is the PM pixel 04620 ; row number of the left edge of the centered Hyperwarp Target Marker (from 04621 ; left to right: 127 PM pixels to the PLAYFIELD center - 3 PM pixels 04622 ; relative offset of the Hyperwarp Target Marker's shape center to the 04623 ; shape's left edge = 125 PM pixels). 04624 ; 04625 ; If during the ACCELERATION PHASE (and the subsequent STAR TRAIL PHASE) 04626 ; you switch the Front view to another view, the Hyperwarp Target Marker 04627 ; changes to a random position which results in arriving at a random 04628 ; destination sector. 04629 ; 04630 ; During the ACCELERATION PHASE (and the subsequent STAR TRAIL PHASE) in 04631 ; all but NOVICE missions, the Hyperwarp Target Marker veers off with 04632 ; random velocity in x and y direction, which is changed during 6% of game 04633 ; loop iterations. Table VEERMASKTAB ($BED7) limits the maximum veer-off 04634 ; velocity depending on the mission level: 04635 ; 04636 ; +-----------+-----------------------------+ 04637 ; | Mission | Veer-Off Velocity | 04638 ; +-----------+-----------------------------+ 04639 ; | NOVICE | 0 | 04640 ; | PILOT | -63..-16, +16..+63 | 04641 ; | WARRIOR | -95..-16, +16..+95 | 04642 ; | COMMANDER | -127..-16, +16..+127 | 04643 ; +-----------+-----------------------------+ 04644 ; 04645 ; (2) STAR TRAIL PHASE 04646 ; 04647 ; When our starship's velocity reaches a velocity of 128 (the 04648 ; VELOCITY readout of the Control Panel Display displays "50"), in addition 04649 ; to all effects of the ACCELERATION PHASE, multiple star trails begin to 04650 ; appear while our starship continues to accelerate. Each star trail is 04651 ; initialized in subroutine INITTRAIL ($A9B4). 04652 ; 04653 ; (3) HYPERSPACE PHASE 04654 ; 04655 ; When our starship's velocity reaches a velocity of 254 (the 04656 ; VELOCITY readout of the Control Panel Display displays "99") our starship 04657 ; enters the HYPERSPACE PHASE (the VELOCITY readout of the Control Panel 04658 ; Display displays the infinity symbol). 04659 ; 04660 ; During the first pass of the HYPERSPACE PHASE the hyperwarp state is set 04661 ; to HYPERSPACE. This makes the stars and the Hyperwarp Target Marker 04662 ; disappear in GAMELOOP ($A1F3). Then, the beeper sound pattern HYPERWARP 04663 ; TRANSIT is played in subroutine BEEP ($B3A6), the hyperwarp distance and 04664 ; required hyperwarp energy is calculated in subroutine CALCWARP ($B1A7), 04665 ; and the title line is preloaded with "HYPERSPACE". Code execution returns 04666 ; via calling subroutine CLEANUPWARP ($A98D) where program variables are 04667 ; already initialized to their post-hyperwarp values. 04668 ; 04669 ; During subsequent passes of the HYPERSPACE PHASE, the calculated 04670 ; hyperwarp energy is decremented in chunks of 10 energy units. Code 04671 ; execution returns via calling subroutine DECENERGY ($B86F), which 04672 ; decrements our starship's energy. After the calculated hyperwarp energy 04673 ; is spent the DECELERATION PHASE is entered. 04674 ; 04675 ; (4) DECELERATION PHASE 04676 ; 04677 ; The title line flashes "HYPERWARP COMPLETE", the star field reappears and 04678 ; our starship decelerates to a stop. The Engines and the hyperwarp are 04679 ; disengaged and stopped in subroutine ENDWARP ($A987), the arrival 04680 ; coordinates on the Galactic Chart are initialized, as well as the 04681 ; vicinity mask. 04682 ; 04683 ; The vicinity mask limits the position vector components (coordinates) of 04684 ; space objects in the arrival sector relative to our starship. The 04685 ; vicinity mask is picked from table VICINITYMASKTAB ($BFB3) by an index 04686 ; calculated by the arrival y-coordinate modulo 8: The more you have placed 04687 ; the arrival hyperwarp marker in the vertical center of a sector on the 04688 ; Galactic Chart, the closer space objects in this sector will be to our 04689 ; starship. For example, if you placed the arrival hyperwarp marker exactly 04690 ; in the vertical middle of the sector the index will be 3, thus the space 04691 ; objects inside the arrival sector will be in the vicinity of <= 4095 04692 ; of our starship. The following table lists the possible coordinates 04693 ; depending on the calculated index: 04694 ; 04695 ; +-------+-----------------------+ 04696 ; | Index | ABS(Coordinate) | 04697 ; +-------+-----------------------+ 04698 ; | 0 | <= 65535 ($FF**) | 04699 ; | 1 | <= 65535 ($FF**) | 04700 ; | 2 | <= 16383 ($3F**) | 04701 ; | 3 | <= 4095 ($0F**) | 04702 ; | 4 | <= 16383 ($3F**) | 04703 ; | 5 | <= 32767 ($7F**) | 04704 ; | 6 | <= 65535 ($FF**) | 04705 ; | 7 | <= 65535 ($FF**) | 04706 ; +-------+-----------------------+ 04707 ; 04708 ; If there is a starbase in the arrival sector, its x and y coordinates are 04709 ; initialized to random values within the interval defined by the vicinity 04710 ; mask by using subroutine RNDINVXY ($B7BE). Its z-coordinate is forced to 04711 ; a value >= +$71** (+28928) . Its velocity vector components are set 04712 ; to 0 . 04713 ; 04714 ; If there are Zylon ships in the arrival sector then a red alert is 04715 ; initialized by setting the red alert lifetime to 255 game loop 04716 ; iterations, playing the beeper sound pattern RED ALERT in subroutine BEEP 04717 ; ($B3A6) and setting the title phrase to "RED ALERT". 04718 A89B A4C0 04719 HYPERWARP LDY WARPSTATE ; Return if hyperwarp not engaged A89D F061 04720 BEQ SKIP066 ; 04721 A89F A570 04722 LDA VELOCITYLO ; If velocity >= 254 skip to HYPERSPACE PHASE A8A1 C9FE 04723 CMP #254 ; A8A3 B05C 04724 BCS SKIP067 ; 04725 A8A5 C980 04726 CMP #128 ; If velocity < 128 skip to ACCELERATION PHASE A8A7 9003 04727 BCC SKIP063 ; 04728 04729 ;*** STAR TRAIL PHASE ********************************************************** A8A9 20B4A9 04730 JSR INITTRAIL ; Init star trail 04731 04732 ;*** ACCELERATION PHASE ******************************************************** A8AC A903 04733 SKIP063 LDA #3 ; Track Hyperwarp Target Marker (PLAYER3) A8AE 8D5C09 04734 STA TRACKDIGIT ; 04735 A8B1 A990 04736 LDA #SHAP.HYPERWARP ; PLAYER3 is HYPERWARP TARGET MARKER (shape type 9) A8B3 8D8F0C 04737 STA PL3SHAPTYPE ; A8B6 85EC 04738 STA PL3LIFE ; PLAYER3 lifetime := 144 game loops 04739 A8B8 A91F 04740 LDA #$1F ; PLAYER3 z-coordinate := $1F** (7936..8191) A8BA 8D430A 04741 STA PL3ZPOSHI ; 04742 A8BD 38 04743 SEC ; New arrival hyperwarp marker row number is... A8BE ADFC0B 04744 LDA PL3ROWNEW ; WARPARRVROW := WARPTEMPROW + PL3ROWNEW... A8C1 E977 04745 SBC #119 ; ... - 119 PM pixels (top edge of centered... A8C3 18 04746 CLC ; ...Hyperwarp Target Marker) A8C4 65C5 04747 ADC WARPTEMPROW ; A8C6 297F 04748 AND #$7F ; Limit WARPARRVROW to 0..127 A8C8 858E 04749 STA WARPARRVROW ; 04750 A8CA 38 04751 SEC ; New arrival hyperwarp marker column number is... A8CB AD2D0C 04752 LDA PL3COLUMN ; WARPARRVCOLUMN := WARPTEMPCOLUMN + PL3COLUMN... A8CE E97D 04753 SBC #125 ; ... - 125 PM pixels (left edge of centered... A8D0 18 04754 CLC ; ...Hyperwarp Target Marker) A8D1 65C4 04755 ADC WARPTEMPCOLUMN ; A8D3 297F 04756 AND #$7F ; Limit WARPARRVCOLUMN to 0..127 A8D5 858F 04757 STA WARPARRVCOLUMN ; 04758 A8D7 A562 04759 LDA MISSIONLEVEL ; Skip if NOVICE mission A8D9 F011 04760 BEQ SKIP065 ; 04761 A8DB AD0AD2 04762 LDA RANDOM ; Prep random number A8DE A4D0 04763 LDY SHIPVIEW ; Skip if in Front view A8E0 F006 04764 BEQ SKIP064 ; 04765 A8E2 8D2D0C 04766 STA PL3COLUMN ; Randomize PM pixel row and column number... A8E5 8DFC0B 04767 STA PL3ROWNEW ; ...of Hyperwarp Target Marker 04768 A8E8 C910 04769 SKIP064 CMP #16 ; Return in 94% (240:256) of game loops A8EA B014 04770 BCS SKIP066 ; 04771 04772 ;*** Veer off Hyperwarp Target Marker and return ******************************* A8EC AD0AD2 04773 SKIP065 LDA RANDOM ; Prep random x-velocity of Hyperwarp Target Marker A8EF 0910 04774 ORA #$10 ; Velocity value >= 16 A8F1 25C6 04775 AND VEERMASK ; Limit velocity value by mission level A8F3 8D9A0B 04776 STA PL3XVEL ; PLAYER3 x-velocity := velocity value 04777 A8F6 AD0AD2 04778 LDA RANDOM ; Prep random y-velocity of Hyperwarp Target Marker A8F9 0910 04779 ORA #$10 ; Velocity value >= 16 A8FB 25C6 04780 AND VEERMASK ; Limit velocity value by mission level A8FD 8DCB0B 04781 STA PL3YVEL ; PLAYER3 y-velocity := velocity value A900 60 04782 SKIP066 RTS ; Return 04783 04784 ;*** HYPERSPACE PHASE ********************************************************** A901 98 04785 SKIP067 TYA ; Skip if already in HYPERSPACE PHASE A902 3011 04786 BMI SKIP068 ; 04787 04788 ;*** HYPERSPACE PHASE (First pass) ********************************************* A904 A9FF 04789 LDA #$FF ; Set hyperwarp state to HYPERSPACE PHASE A906 85C0 04790 STA WARPSTATE ; 04791 A908 A200 04792 LDX #$00 ; Play beeper sound pattern HYPERWARP TRANSIT A90A 20A6B3 04793 JSR BEEP ; 04794 A90D 20A7B1 04795 JSR CALCWARP ; Calc hyperwarp energy 04796 A910 A01B 04797 LDY #$1B ; Prep title phrase "HYPERSPACE" A912 4C8DA9 04798 JMP CLEANUPWARP ; Return via CLEANUPWARP 04799 04800 ;*** HYPERSPACE PHASE (Second and later passes) ******************************** A915 C691 04801 SKIP068 DEC WARPENERGY ; Decrement energy in chunks of 10 energy units A917 F005 04802 BEQ SKIP069 ; Skip to DECELERATION PHASE if hyperwarp energy zero 04803 A919 A202 04804 LDX #2 ; ENERGY := ENERGY - 10 and return A91B 4C6FB8 04805 JMP DECENERGY ; 04806 04807 ;*** DECELERATION PHASE ******************************************************** A91E A019 04808 SKIP069 LDY #$19 ; Prep title phrase "HYPERWARP COMPLETE" A920 2087A9 04809 JSR ENDWARP ; Stop our starship 04810 A923 A58F 04811 LDA WARPARRVCOLUMN ; Make the arrival hyperwarp marker column number... A925 858D 04812 STA WARPDEPRCOLUMN ; ...the departure hyperwarp marker column number A927 A58E 04813 LDA WARPARRVROW ; Make the arrival hyperwarp marker row number... A929 858C 04814 STA WARPDEPRROW ; ...the departure hyperwarp marker row number 04815 A92B 4A 04816 LSR A ; B3..1 of arrival hyperwarp marker row number... A92C 2907 04817 AND #$07 ; ...pick vicinity mask A92E AA 04818 TAX ; A92F BDB3BF 04819 LDA VICINITYMASKTAB,X ; A932 85C7 04820 STA VICINITYMASK ; Store vicinity mask (limits space obj coordinates) 04821 A934 A492 04822 LDY ARRVSECTOR ; Make the arrival sector the current sector A936 8490 04823 STY CURRSECTOR ; 04824 04825 ;*** Init starbase in arrival sector ******************************************* A938 A900 04826 LDA #0 ; Clear starbase-in-sector flag A93A 857B 04827 STA ISSTARBASESECT ; 04828 A93C BEC908 04829 LDX GCMEMMAP,Y ; Skip if no starbase in arrival sector A93F 102E 04830 BPL SKIP070 ; 04831 A941 A9FF 04832 LDA #$FF ; Set starbase-in-sector flag A943 857B 04833 STA ISSTARBASESECT ; 04834 04835 ;*** Set position vector and velocity vector of starbase *********************** A945 A000 04836 LDY #0 ; A947 A900 04837 LOOP033 LDA #0 ; Loop over all coordinates of starbase A949 99680B 04838 STA PL2ZVEL,Y ; Starbase velocity vector component := 0 A94C A901 04839 LDA #1 ; A94E 99AF09 04840 STA PL2ZPOSSIGN,Y ; Starbase coordinate sign := + (positive) A951 AD0AD2 04841 LDA RANDOM ; Prep random number... A954 25C7 04842 AND VICINITYMASK ; ...limit number range by vicinity mask, then... A956 99420A 04843 STA PL2ZPOSHI,Y ; ...store in starbase coordinate (high byte) 04844 A959 98 04845 TYA ; A95A 18 04846 CLC ; A95B 6931 04847 ADC #NUMSPCOBJ.ALL ; A95D A8 04848 TAY ; A95E C993 04849 CMP #NUMSPCOBJ.ALL*3 ; A960 90E5 04850 BCC LOOP033 ; Next starbase coordinate 04851 A962 AD420A 04852 LDA PL2ZPOSHI ; Force starbase z-coordinate >= +$71** A965 0971 04853 ORA #$71 ; A967 8D420A 04854 STA PL2ZPOSHI ; A96A A202 04855 LDX #2 ; Randomly invert starbase x and y coordinates... A96C 4CBEB7 04856 JMP RNDINVXY ; ...and return 04857 04858 ;*** Flash red alert if Zylon sector entered *********************************** A96F F00E 04859 SKIP070 BEQ SKIP071 ; Skip if no Zylon ships in sector 04860 A971 A9FF 04861 LDA #255 ; Red alert lifetime := 255 game loops A973 858B 04862 STA REDALERTLIFE ; 04863 A975 A206 04864 LDX #$06 ; Play beeper sound pattern RED ALERT A977 20A6B3 04865 JSR BEEP ; 04866 A97A A075 04867 LDY #$75 ; Set title phrase "RED ALERT" A97C 2023B2 04868 JSR SETTITLE ; 04869 A97F 60 04870 SKIP071 RTS ; Return 04871 04872 ;******************************************************************************* 04873 ;* * 04874 ;* ABORTWARP * 04875 ;* * 04876 ;* Abort hyperwarp * 04877 ;* * 04878 ;******************************************************************************* 04879 04880 ; DESCRIPTION 04881 ; 04882 ; Aborts hyperwarp. 04883 ; 04884 ; This subroutine is entered from subroutine KEYBOARD ($AFFE). It subtracts 100 04885 ; energy units for aborting the hyperwarp and preloads the title phrase with 04886 ; "HYPERWARP ABORTED". Code execution continues into subroutine ENDWARP 04887 ; ($A987). 04888 A980 A201 04889 ABORTWARP LDX #1 ; ENERGY := ENERGY - 100 after hyperwarp abort A982 206FB8 04890 JSR DECENERGY ; 04891 A985 A017 04892 LDY #$17 ; Prep title phrase "HYPERWARP ABORTED" 04893 04894 ;******************************************************************************* 04895 ;* * 04896 ;* ENDWARP * 04897 ;* * 04898 ;* End hyperwarp * 04899 ;* * 04900 ;******************************************************************************* 04901 04902 ; DESCRIPTION 04903 ; 04904 ; Ends hyperwarp. 04905 ; 04906 ; This subroutine stops our starship's Engines and resets the hyperwarp state. 04907 ; Code execution continues into subroutine CLEANUPWARP ($A98D). 04908 A987 A900 04909 ENDWARP LDA #0 ; Stop Engines A989 8571 04910 STA NEWVELOCITY ; A98B 85C0 04911 STA WARPSTATE ; Disengage hyperwarp 04912 04913 ;******************************************************************************* 04914 ;* * 04915 ;* CLEANUPWARP * 04916 ;* * 04917 ;* Clean up hyperwarp variables * 04918 ;* * 04919 ;******************************************************************************* 04920 04921 ; DESCRIPTION 04922 ; 04923 ; Cleans up after a hyperwarp. 04924 ; 04925 ; This subroutine restores many hyperwarp related variables to their 04926 ; post-hyperwarp values: The number of used space objects is set to the regular 04927 ; value of 16 (5 PLAYER space objects + 12 PLAYFIELD space objects (stars)), our 04928 ; starship's velocity (high byte) is cleared as well as the explosion lifetime, 04929 ; the hit badness, the PLAYER3 shape type (Hyperwarp Target Marker), the Engines 04930 ; energy drain rate, and the lifetimes of the PLAYERs. The docking state is 04931 ; reset as well as the tracking digit. The title phrase is updated with either 04932 ; "HYPERSPACE" or "HYPERWARP ABORTED". 04933 ; 04934 ; INPUT 04935 ; 04936 ; Y = Title phrase offset. Used values are: 04937 ; $17 -> "HYPERWARP ABORTED" 04938 ; $1B -> "HYPERSPACE" 04939 A98D A910 04940 CLEANUPWARP LDA #NUMSPCOBJ.NORM-1 ; Set normal number of space objects A98F 8579 04941 STA MAXSPCOBJIND ; (5 PLAYER spc objs + 12 PLAYFIELD spc objs (stars)) 04942 A991 A900 04943 LDA #0 ; A993 85C1 04944 STA VELOCITYHI ; Turn off hyperwarp velocity A995 8573 04945 STA EXPLLIFE ; Explosion lifetime := 0 game loops A997 858A 04946 STA HITBADNESS ; HITBADNESS := NO HIT A999 8D8F0C 04947 STA PL3SHAPTYPE ; Clear PLAYER3 shape type A99C 8580 04948 STA DRAINENGINES ; Clear Engines energy drain rate A99E C017 04949 CPY #$17 ; Skip if hyperwarp was aborted A9A0 F004 04950 BEQ SKIP072 ; 04951 A9A2 85E9 04952 STA PL0LIFE ; Zylon ship 0 lifetime := 0 game loops A9A4 85EA 04953 STA PL1LIFE ; Zylon ship 1 lifetime := 0 game loops 04954 A9A6 85EB 04955 SKIP072 STA PL2LIFE ; Zylon photon torpedo lifetime := 0 game loops A9A8 85EC 04956 STA PL3LIFE ; Hyperwarp Target Marker lifetime := 0 game loops A9AA 85ED 04957 STA PL4LIFE ; Photon torpedo 1 lifetime := 0 game loops A9AC 8575 04958 STA DOCKSTATE ; DOCKSTATE := NO DOCKING A9AE 8D5C09 04959 STA TRACKDIGIT ; Clear index of tracked space object A9B1 4C23B2 04960 JMP SETTITLE ; Set title phrase and return 04961 04962 ;******************************************************************************* 04963 ;* * 04964 ;* INITTRAIL * 04965 ;* * 04966 ;* Initialize star trail during STAR TRAIL PHASE of hyperwarp * 04967 ;* * 04968 ;******************************************************************************* 04969 04970 ; DESCRIPTION 04971 ; 04972 ; BACKGROUND 04973 ; 04974 ; Star trails are displayed during the STAR TRAIL PHASE, that is, after the 04975 ; ACCELERATION PHASE and before the HYPERSPACE PHASE of the hyperwarp. 04976 ; 04977 ; A star trail is formed by 6 stars represented by 6 PLAYFIELD space objects 04978 ; with continuous position vector indices in 17..48 (indices are wrapped around 04979 ; when greater than 48). Between the creation of two star trails there is delay 04980 ; of 4 game loop iterations. 04981 ; 04982 ; DETAILS 04983 ; 04984 ; This subroutine first decrements this star trail creation delay, returning if 04985 ; the delay is still counting down. If the delay falls below 0 then it continues 04986 ; accelerating our starship's velocity toward hyperwarp speed and then creates a 04987 ; new star trail: 04988 ; 04989 ; First, it raises the maximum index of used space objects to 48 (increasing the 04990 ; number of displayed space objects to 49), resets the star trail creation delay 04991 ; to 4 game loop iterations, then forms a new star trail of 6 stars represented 04992 ; by 6 PLAYFIELD space objects. The x and y coordinates for all 6 stars are the 04993 ; same, picked randomly from tables WARPSTARXTAB ($BB3A) and WARPSTARYTAB 04994 ; ($BB3E), respectively, with their signs changed randomly. Their z-coordinates 04995 ; are computed in increasing depth from at least +4608 (+$12**) in 04996 ; intervals of +80 (+$0050) . Their velocity vector components are set to 0 04997 ; . 04998 =0068 04999 L.RANGE = $68 ; z-coordinate of star in star trail (16-bit value) =006E 05000 L.TRAILCNT = $6E ; Star's index in star trail. Used values are: 0..5. 05001 A9B4 C6C2 05002 INITTRAIL DEC TRAILDELAY ; Decrement star trail delay A9B6 1068 05003 BPL SKIP074 ; Return if delay still counting 05004 A9B8 A901 05005 LDA #1 ; Turn on hyperwarp velocity A9BA 85C1 05006 STA VELOCITYHI ; 05007 A9BC A930 05008 LDA #NUMSPCOBJ.ALL-1 ; Max index of space objects (for star trail stars) A9BE 8579 05009 STA MAXSPCOBJIND ; 05010 A9C0 A903 05011 LDA #3 ; Star trail delay := 3(+1) game loops A9C2 85C2 05012 STA TRAILDELAY ; 05013 A9C4 A6C3 05014 LDX TRAILIND ; Next avail. space obj index for star of star trail 05015 A9C6 A912 05016 LDA #$12 ; Star z-coordinate := >= +$12** (+4608) A9C8 8569 05017 STA L.RANGE+1 ; 05018 A9CA AD0AD2 05019 LDA RANDOM ; Calc random index to pick initial star coordinates A9CD 2903 05020 AND #$03 ; A9CF A8 05021 TAY ; A9D0 B93ABB 05022 LDA WARPSTARXTAB,Y ; Pick x-coordinate (high byte) of star from table A9D3 9D710A 05023 STA XPOSHI,X ; A9D6 B93EBB 05024 LDA WARPSTARYTAB,Y ; A9D9 9DA20A 05025 STA YPOSHI,X ; Pick y-coordinate (high byte) of star from table A9DC 20BEB7 05026 JSR RNDINVXY ; Randomize signs of x and y coordinates of star 05027 A9DF 8A 05028 TXA ; Save space object index A9E0 A8 05029 TAY ; A9E1 A905 05030 LDA #5 ; Loop over 5(+1) stars that form the star trail A9E3 856E 05031 STA L.TRAILCNT ; Store star counter of star trail 05032 A9E5 18 05033 LOOP034 CLC ; Place stars in z-coordinate intervals of +80 A9E6 A568 05034 LDA L.RANGE ; A9E8 6950 05035 ADC #80 ; A9EA 8568 05036 STA L.RANGE ; A9EC 9DD30A 05037 STA ZPOSLO,X ; A9EF A569 05038 LDA L.RANGE+1 ; A9F1 6900 05039 ADC #0 ; A9F3 8569 05040 STA L.RANGE+1 ; A9F5 9D400A 05041 STA ZPOSHI,X ; 05042 A9F8 A900 05043 LDA #0 ; Star's velocity vector components := 0 A9FA 9D660B 05044 STA ZVEL,X ; A9FD 9D970B 05045 STA XVEL,X ; AA00 9DC80B 05046 STA YVEL,X ; AA03 A901 05047 LDA #1 ; Star's z-coordinate sign := + (= ahead of starship) AA05 9DAD09 05048 STA ZPOSSIGN,X ; 05049 AA08 A963 05050 LDA #99 ; Init pixel row and column numbers to magic... AA0A 9DF90B 05051 STA PIXELROWNEW,X ; ...offscreen value (triggers automatic recalc in... AA0D 9D2A0C 05052 STA PIXELCOLUMN,X ; ...GAMELOOP's calls to SCREENCOLUMN and SCREENROW) 05053 AA10 20C1AC 05054 JSR COPYPOSXY ; Copy x and y coordinate from previous star in trail 05055 AA13 CA 05056 DEX ; Decrement space object index to next star AA14 E011 05057 CPX #NUMSPCOBJ.NORM ; If index reaches minimum value... AA16 B002 05058 BCS SKIP073 ; AA18 A230 05059 LDX #NUMSPCOBJ.ALL-1 ; ...wrap-around to maximum space object index AA1A C66E 05060 SKIP073 DEC L.TRAILCNT ; AA1C 10C7 05061 BPL LOOP034 ; Next star of star trail 05062 AA1E 86C3 05063 STX TRAILIND ; Save space object index of star trail's last star AA20 60 05064 SKIP074 RTS ; Return 05065 05066 ;******************************************************************************* 05067 ;* * 05068 ;* PROJECTION * 05069 ;* * 05070 ;* Calculate pixel column (or row) number from position vector * 05071 ;* * 05072 ;******************************************************************************* 05073 05074 ; Calculates the pixel column (or row) number of a position vector x (or y) 05075 ; component relative to the PLAYFIELD center by computing the perspective 05076 ; projection quotient 05077 ; 05078 ; QUOTIENT := DIVIDEND / DIVISOR * 128 05079 ; 05080 ; with 05081 ; 05082 ; DIVIDEND := ABS(x-coordinate (or y-coordinate)) / 2 05083 ; DIVISOR := ABS(z-coordinate) / 2 05084 ; 05085 ; If the QUOTIENT is in 0..255, it is used as an index to pick the pixel column 05086 ; (or row) number from table MAPTO80 ($0DE9), returning values in 0..80. 05087 ; 05088 ; If the QUOTIENT is larger than 255 ("dividend overflow") or if the 05089 ; z-coordinate = 0 ("division by zero") then the error value 255 is returned. 05090 ; 05091 ; INPUT 05092 ; 05093 ; X = Position vector index. Used values are: 0..48. 05094 ; DIVIDEND ($6A..$6B) = Dividend (positive 16-bit value), contains the 05095 ; absolute value of the x (or y) coordinate. 05096 ; 05097 ; OUTPUT 05098 ; 05099 ; A = Pixel column (or row) number relative to PLAYFIELD center. Used values 05100 ; are: 05101 ; 0..80 -> Pixel number 05102 ; 255 -> Error value indicating "dividend overflow" or "division by zero" 05103 =0068 05104 L.DIVISOR = $68 ; Divisor (16-bit value) =006D 05105 L.QUOTIENT = $6D ; Division result (unsigned 8-bit value) =006E 05106 L.LOOPCNT = $6E ; Division loop counter. Used values are: 7..0. 05107 AA21 A900 05108 PROJECTION LDA #0 ; Init quotient result AA23 856D 05109 STA L.QUOTIENT ; 05110 AA25 A907 05111 LDA #7 ; Init division loop counter AA27 856E 05112 STA L.LOOPCNT ; 05113 AA29 466B 05114 LSR DIVIDEND+1 ; DIVIDEND := x-coordinate (or y-coordinate) / 2 AA2B 666A 05115 ROR DIVIDEND ; (division by 2 to make B15 = 0?) (?) 05116 AA2D A5D0 05117 LDA SHIPVIEW ; Skip if in Aft view AA2F D00F 05118 BNE SKIP075 ; 05119 AA31 BD400A 05120 LDA ZPOSHI,X ; If in Front view -> DIVISOR := z-coordinate / 2 AA34 4A 05121 LSR A ; (division by 2 to make B15 = 0?) (?) AA35 8569 05122 STA L.DIVISOR+1 ; AA37 BDD30A 05123 LDA ZPOSLO,X ; AA3A 6A 05124 ROR A ; AA3B 8568 05125 STA L.DIVISOR ; AA3D 4C52AA 05126 JMP LOOP035 ; 05127 AA40 38 05128 SKIP075 SEC ; If in Aft view -> DIVISOR := - z-coordinate / 2 AA41 A900 05129 LDA #0 ; (division by 2 to make B15 = 0?) (?) AA43 FDD30A 05130 SBC ZPOSLO,X ; AA46 8568 05131 STA L.DIVISOR ; AA48 A900 05132 LDA #0 ; AA4A FD400A 05133 SBC ZPOSHI,X ; AA4D 4A 05134 LSR A ; AA4E 8569 05135 STA L.DIVISOR+1 ; AA50 6668 05136 ROR L.DIVISOR ; 05137 AA52 066D 05138 LOOP035 ASL L.QUOTIENT ; QUOTIENT := DIVIDEND / DIVISOR * 128 AA54 38 05139 SEC ; AA55 A56A 05140 LDA DIVIDEND ; AA57 E568 05141 SBC L.DIVISOR ; AA59 A8 05142 TAY ; AA5A A56B 05143 LDA DIVIDEND+1 ; AA5C E569 05144 SBC L.DIVISOR+1 ; AA5E 9006 05145 BCC SKIP076 ; 05146 AA60 856B 05147 STA DIVIDEND+1 ; AA62 846A 05148 STY DIVIDEND ; AA64 E66D 05149 INC L.QUOTIENT ; 05150 AA66 066A 05151 SKIP076 ASL DIVIDEND ; AA68 266B 05152 ROL DIVIDEND+1 ; AA6A 9003 05153 BCC SKIP077 ; 05154 AA6C A9FF 05155 LDA #255 ; Return 255 if division by zero or dividend overflow AA6E 60 05156 RTS ; 05157 AA6F C66E 05158 SKIP077 DEC L.LOOPCNT ; AA71 10DF 05159 BPL LOOP035 ; Next division loop iteration 05160 AA73 A46D 05161 LDY L.QUOTIENT ; Prep with quotient AA75 B9E90D 05162 LDA MAPTO80,Y ; Pick and return pixel column (or row) number... AA78 60 05163 SKIP078 RTS ; ...relative to PLAYFIELD center 05164 05165 ;******************************************************************************* 05166 ;* * 05167 ;* MANEUVER * 05168 ;* * 05169 ;* Maneuver our starship's and Zylon photon torpedoes and Zylon ships * 05170 ;* * 05171 ;******************************************************************************* 05172 05173 ; DESCRIPTION 05174 ; 05175 ; This subroutine maneuvers both of our starship's photon torpedoes, the single 05176 ; Zylon photon torpedo, and the one or two Zylon ships that are simultaneously 05177 ; displayed on the screen. It also creates meteors and new Zylon ships. This 05178 ; subroutine is executed only if our starship is not in a starbase sector and 05179 ; hyperwarp is not engaged. 05180 ; 05181 ; BACKGROUND 05182 ; 05183 ; When a Zylon ship is initialized, a "flight pattern" is assigned to it. There 05184 ; are 3 flight patterns (0, 1, and 4) which are picked from table ZYLONFLPATTAB 05185 ; ($BF91). 05186 ; 05187 ; The flight pattern determines the maximum velocity with which a Zylon ship can 05188 ; move along each axis of the 3D coordinate system, that is the maximum value of 05189 ; a velocity vector component. Velocity vector components for Zylon ships are 05190 ; picked from the Zylon velocity table ZYLONVELTAB ($BF99): 05191 ; 05192 ; +-----------------+-----+-----+-----+-----+-----+-----+-----+-----+ 05193 ; | Velocity Index | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 05194 ; +-----------------+-----+-----+-----+-----+-----+-----+-----+-----+ 05195 ; | Velocity | +62 | +30 | +16 | +8 | +4 | +2 | +1 | 0 | 05196 ; +-----------------+-----+-----+-----+-----+-----+-----+-----+-----+ 05197 ; +-----------------+-----+-----+-----+-----+-----+-----+-----+-----+ 05198 ; | Velocity Index | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 05199 ; +-----------------+-----+-----+-----+-----+-----+-----+-----+-----+ 05200 ; | Velocity | 0 | -1 | -2 | -4 | -8 | -16 | -30 | -62 | 05201 ; +-----------------+-----+-----+-----+-----+-----+-----+-----+-----+ 05202 ; 05203 ; The index into the Zylon velocity table ZYLONVELTAB ($BF99) corresponding to 05204 ; the maximum velocity is called the "maximum velocity index". The following 05205 ; table shows the flight patterns, their maximum velocity indices, and their 05206 ; corresponding velocities: 05207 ; 05208 ; +----------------+------------------+------------------+ 05209 ; | Flight Pattern | Maximum Velocity | Maximum Velocity | 05210 ; | | Index | | 05211 ; +----------------+------------------+------------------+ 05212 ; | 0 | 0 | +62 | 05213 ; | 0 | 15 | -62 | 05214 ; | 1 | 1 | +30 | 05215 ; | 1 | 14 | -30 | 05216 ; | 4 | 4 | +4 | 05217 ; | 4 | 11 | -4 | 05218 ; +----------------+------------------+------------------+ 05219 ; 05220 ; Because flight pattern 0 produces the fastest-moving Zylon ships, which 05221 ; maneuver aggressively, it is called the "attack flight pattern". 05222 ; 05223 ; Each Zylon ship has a set of 3 maximum velocity indices, one for each of its 05224 ; velocity vector components. 05225 ; 05226 ; Each Zylon ship has also one more set of 3 velocity indices, called "Zylon 05227 ; velocity indices", one for each of its velocity vector components. They are 05228 ; used to pick the current values of the velocity vector components from the 05229 ; Zylon velocity table ZYLONVELTAB ($BF99). 05230 ; 05231 ; In order to maneuver Zylon ships this subroutine uses the concept of 05232 ; "milestone velocity indices". By using delay timers, called "Zylon timers", 05233 ; this subroutine gradually increases or decreases the Zylon velocity indices 05234 ; with every game loop iteration to eventually match the corresponding milestone 05235 ; velocity indices. By incrementing a Zylon velocity index a Zylon ship 05236 ; accelerates toward the negative direction of a coordinate axis. By 05237 ; decrementing a Zylon velocity index a Zylon ship accelerates toward the 05238 ; positive direction of a coordinate axis. If one milestone velocity index is 05239 ; matched or a "milestone timer" has counted down to 0, a new milestone velocity 05240 ; index is calculated and the matching of the current Zylon velocity indices 05241 ; with the new milestone velocity indices repeats. 05242 ; 05243 ; DETAILS 05244 ; 05245 ; For quick lookup, the following table lists the PLAYERs and what space objects 05246 ; they represent in this subroutine: 05247 ; 05248 ; +--------+---------------------------------+ 05249 ; | PLAYER | Represents | 05250 ; +--------+---------------------------------+ 05251 ; | 0 | Zylon Ship 0 | 05252 ; | 1 | Zylon Ship 1 | 05253 ; | 2 | Zylon Photon Torpedo, Meteor | 05254 ; | 3 | Our starship's Photon Torpedo 0 | 05255 ; | 4 | Our starship's Photon Torpedo 1 | 05256 ; +--------+---------------------------------+ 05257 ; 05258 ; This subroutine executes the following steps: 05259 ; 05260 ; (1) Update the x and y velocity vector components of both of our starship's 05261 ; photon torpedoes 0 and 1. 05262 ; 05263 ; The x and y velocity vector components of both of our starship's photon 05264 ; torpedoes 0 and 1 are only updated if they are tracking (homing in on) a 05265 ; target. 05266 ; 05267 ; To update the y-velocity vector components of both of our starship's 05268 ; photon torpedoes 0 and 1 the PLAYER row number difference between the 05269 ; PLAYER of tracked target space object and the current location of the 05270 ; PLAYER of our starship's photon torpedo 0 is passed to subroutine 05271 ; HOMINGVEL ($AECA). It returns the new y-velocity vector component value 05272 ; for both of our starship's photon torpedoes in . If the target is 05273 ; located below our starship's photon torpedo 0 a value of 0 is 05274 ; used. 05275 ; 05276 ; NOTE: The new y-velocity vector components depend only on the PLAYER row 05277 ; number of our starship's photon torpedo 0. 05278 ; 05279 ; To update the x-velocity vector components of both of our starship's 05280 ; photon torpedoes, the above calculation is repeated for the PLAYER column 05281 ; numbers of each of our starship's photon torpedoes 0 and 1. 05282 ; 05283 ; (2) Make the Zylon ships follow the rotation of our starship. 05284 ; 05285 ; If you rotate our starship away from Zylon ships they adjust their course 05286 ; such that they reappear in our starship's view. 05287 ; 05288 ; This is achieved by 4 Zylon timers, one for each of both Zylon ships' 05289 ; current x and y Zylon velocity indices. The Zylon timers are decremented 05290 ; every game loop iteration. If any of them reach a value of 0, the 05291 ; corresponding Zylon velocity index is incremented or decremented 05292 ; depending on the current joystick position. 05293 ; 05294 ; For example, if the Zylon timer for the x-velocity of Zylon ship 0 05295 ; reaches 0 and at the same time the joystick is pushed left then the 05296 ; x-Zylon velocity index of this Zylon ship is incremented. This 05297 ; accelerates the Zylon ship toward negative x-direction ("left"): The 05298 ; Zylon ship follows our starship's rotation. This works in Aft view, too, 05299 ; where the direction of change of the Zylon velocity index is reversed. 05300 ; After setting the new Zylon velocity index, it is used to pick a new 05301 ; Zylon timer value for this Zylon velocity index: 05302 ; 05303 ; +--------------------------------+----+----+----+----+----+----+----+----+ 05304 ; | Velocity Index | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 05305 ; +--------------------------------+----+----+----+----+----+----+----+----+ 05306 ; | Zylon Timer Value (Game Loops) | 0 | 2 | 4 | 6 | 8 | 10 | 12 | 14 | 05307 ; +--------------------------------+----+----+----+----+----+----+----+----+ 05308 ; +--------------------------------+----+----+----+----+----+----+----+----+ 05309 ; | Velocity Index | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 05310 ; +--------------------------------+----+----+----+----+----+----+----+----+ 05311 ; | Zylon Timer Value (Game Loops) | 14 | 12 | 10 | 8 | 6 | 4 | 2 | 0 | 05312 ; +--------------------------------+----+----+----+----+----+----+----+----+ 05313 ; 05314 ; (3) Update the x and y velocity vector components of the single Zylon photon 05315 ; torpedo. 05316 ; 05317 ; If a Zylon photon torpedo is moving toward our starship then update its x 05318 ; and y velocity vector components. They are picked from table 05319 ; ZYLONHOMVELTAB ($BF85) and depend on the mission level. The signs of the 05320 ; velocity vector components are always set such that the Zylon photon 05321 ; torpedo is guided toward our starship. 05322 ; 05323 ; (4) Create a meteor? 05324 ; 05325 ; If PLAYER2, the PLAYER to represent a meteor, is either initial or not 05326 ; alive, then attempt in 7 out of 8 game loop iterations to create a new 05327 ; meteor. 05328 ; 05329 ; With a probability of 2% (4:256) a new meteor is created: Its shape type 05330 ; is set to METEOR, its position vector components to random coordinates in 05331 ; subroutine INITPOSVEC ($B764), its lifetime to 60 game loop iterations, 05332 ; and its velocity vector components (velocities) to x-velocity: 0 , 05333 ; y-velocity: 0 , z-velocity: -8 . Then code execution returns. 05334 ; 05335 ; (5) Toggle Zylon ship control. 05336 ; 05337 ; Every other game loop iteration, the program takes control of and 05338 ; maneuvers the other Zylon ship. 05339 ; 05340 ; (6) Create new Zylon ship? 05341 ; 05342 ; If the program-controlled Zylon ship is not alive, check if both Zylon 05343 ; ships are not alive and this is an empty sector. If so, then attempt to 05344 ; create a meteor. Otherwise create a new Zylon ship with infinite 05345 ; lifetime. Randomly pick its shape type from table ZYLONSHAPTAB ($BF89) 05346 ; (BASESTAR, ZYLON CRUISER, or ZYLON FIGHTER) and its flight pattern from 05347 ; table ZYLONFLPATTAB ($BF91) (attack flight pattern 0 is always picked in 05348 ; a NOVICE mission). Then set the milestone timer to 1 game loop iteration 05349 ; and the position vector of the Zylon ship to a position of at least 05350 ; +28928 (+$71**) in front of our starship. The y-coordinate depends 05351 ; on the value of VICINITYMASK ($C7). The x-coordinate is the sum of the 05352 ; y-coordinate plus at least 4864..5119 ($13**) . Randomly choose the 05353 ; signs of the x and y coordinates. 05354 ; 05355 ; (7) Set the current flight pattern to attack flight pattern? 05356 ; 05357 ; The current flight pattern of the Zylon ship will change to attack flight 05358 ; pattern if it is close enough (z-coordinate < +8192 (+$20**) ) and 05359 ; one of the following conditions is met: 05360 ; 05361 ; o The Zylon ship is located behind our starship. 05362 ; 05363 ; o The shape of the Zylon ship is not initial and does not currently 05364 ; appear as a blip in the Long-Range Scan view. 05365 ; 05366 ; (8) Update the back-attack flag and the milestone velocity indices. 05367 ; 05368 ; The milestone timer is decremented for the program-controlled Zylon ship. 05369 ; If this timer reaches a value of 0 the following steps are executed: 05370 ; 05371 ; o The milestone timer is reset to a value of 120 game loop iterations. 05372 ; 05373 ; o The back-attack flag is updated. It determines if the 05374 ; program-controlled Zylon ship not only attacks from the front of our 05375 ; starship but also from the back. A back-attack takes place with a 05376 ; probability of 19% (48:256) in WARRIOR or COMMANDER missions. 05377 ; 05378 ; o Course corrections are prepared for the program-controlled Zylon ship 05379 ; by computing the new milestone vector indices, resulting in new 05380 ; velocity vector components for this Zylon ship. The new milestone 05381 ; velocity indices for each velocity vector component are randomly 05382 ; chosen depending of the flight pattern. Recall that the Zylon 05383 ; velocity index is changed gradually to match the milestone velocity 05384 ; index. It corresponds to a maximum velocity vector component when 05385 ; using this index to pick a velocity vector component from Zylon 05386 ; velocity table ZYLONVELTAB ($BF99): 05387 ; 05388 ; +----------------+----------------+------------------+ 05389 ; | Flight Pattern | New Milestone | Maximum Velocity | 05390 ; | | Velocity Index | Vector Component | 05391 ; +----------------+----------------+------------------+ 05392 ; | 0 | 0 | +62 | 05393 ; | 0 | 15 | -62 | 05394 ; | 1 | 1 | +30 | 05395 ; | 1 | 14 | -30 | 05396 ; | 4 | 4 | +4 | 05397 ; | 4 | 11 | -4 | 05398 ; +----------------+----------------+------------------+ 05399 ; 05400 ; (9) Update milestone velocity indices in attack flight pattern. 05401 ; 05402 ; If a Zylon ship executes the attack flight pattern, its milestone 05403 ; velocity indices are changed depending on the current location of the 05404 ; Zylon ship as follows: 05405 ; 05406 ; +--------------+-------------+----------------+------------+----------------+ 05407 ; | x-Coordinate | Where on | Milestone | Velocity | Zylon Ship | 05408 ; | | Screen | Velocity Index | | Accelerates... | 05409 ; +--------------+-------------+----------------+------------+----------------+ 05410 ; | x < 0 | left half | 0 | +62 | to the right | 05411 ; | x >= 0 | right half | 15 | -62 | to the left | 05412 ; +--------------+-------------+----------------+------------+----------------+ 05413 ; +--------------+-------------+----------------+------------+----------------+ 05414 ; | y-Coordinate | Where on | Milestone | Velocity | Zylon Ship | 05415 ; | | Screen | Velocity Index | | Accelerates... | 05416 ; +--------------+-------------+----------------+------------+----------------+ 05417 ; | y < 0 | bottom half | 0 | +62 | up | 05418 ; | y >= 0 | top half | 15 | -62 | down | 05419 ; +--------------+-------------+----------------+------------+----------------+ 05420 ; 05421 ; Thus, with respect to its x and y coordinates, the Zylon ship oscillates 05422 ; around the center of the Front or Aft view. 05423 ; 05424 ; This is the behavior of the Zylon ship along the z-axis: 05425 ; 05426 ; If the Zylon ship attacks from the front: 05427 ; 05428 ; +--------------------------+----------------+------------+----------------+ 05429 ; | z-Coordinate | Milestone | Velocity | Zylon Ship | 05430 ; | | Velocity Index | | Accelerates... | 05431 ; +--------------------------+----------------+------------+----------------+ 05432 ; | z < +2560 (+$0A00) | 0 | +62 | outbound | 05433 ; | z >= +2560 (+$0A00) | 15 | -62 | inbound | 05434 ; +--------------------------+----------------+------------+----------------+ 05435 ; 05436 ; In other words, the Zylon ship accelerates into positive z-direction 05437 ; (outbound) up to a distance of +2560 (+$0A00) , then reverses its 05438 ; course and returns back to our starship (inbound). 05439 ; 05440 ; If the Zylon ship attacks from the back: 05441 ; 05442 ; +--------------------------+----------------+------------+----------------+ 05443 ; | z-Coordinate | Milestone | Velocity | Zylon Ship | 05444 ; | | Velocity Index | | Accelerates... | 05445 ; +--------------------------+----------------+------------+----------------+ 05446 ; | z < -2816 (-$F500) | 0 | +62 | inbound | 05447 ; | z >= -2816 (-$F500) | 15 | -62 | outbound | 05448 ; +--------------------------+----------------+------------+----------------+ 05449 ; 05450 ; In other words, the Zylon ship accelerates into negative z-direction 05451 ; (outbound) up to a distance of -2816 (-$(0B00)) , then reverses its 05452 ; course and returns back to our starship (inbound). 05453 ; 05454 ; (10) Change Zylon velocity index toward milestone velocity index. 05455 ; 05456 ; Compare all 3 Zylon velocity indices of the program-controlled Zylon ship 05457 ; with their corresponding milestone velocity indices. Increment or 05458 ; decrement the former to better match the latter. Use the new Zylon 05459 ; velocity indices to pick the current velocity values from Zylon velocity 05460 ; table ZYLONVELTAB ($BF99). 05461 ; 05462 ; (11) Launch a Zylon photon torpedo? 05463 ; 05464 ; Prepare launching a Zylon photon torpedo if either of the following 05465 ; conditions are met: 05466 ; 05467 ; o PLAYER2 is not used as a photon torpedo 05468 ; 05469 ; o The y-coordinate of the Zylon ship is in the range of -768..+767 05470 ; (-$0300..+$2FF) . 05471 ; 05472 ; or if 05473 ; 05474 ; o The Zylon photon torpedo is not alive 05475 ; 05476 ; o The corresponding Zylon photon torpedo delay timer has reached a 05477 ; value of 0 05478 ; 05479 ; o The y-coordinate of the Zylon ship is in the range of -768..+767 05480 ; (-$0300..+$2FF) . 05481 ; 05482 ; At this point the z-velocity vector component of the Zylon photon torpedo 05483 ; is preloaded with a value of -80 or +80 depending on the Zylon 05484 ; ship being in front or behind of our starship, respectively. 05485 ; 05486 ; Launch a Zylon photon torpedo if both of the following conditions are 05487 ; met: 05488 ; 05489 ; o The Zylon ship is in front or behind of our starship, with the 05490 ; exception of a Zylon ship behind our starship in a NOVICE mission 05491 ; (our starship will never be shot in the back in a NOVICE mission). 05492 ; 05493 ; o The z-coordinate of the Zylon ship (no matter if in front or behind 05494 ; our starship) is closer than 8192 ($20**) . 05495 ; 05496 ; Finally, the Zylon photon torpedo is launched with a lifetime of 62 game 05497 ; loop iterations. Its position vector is copied from the launching Zylon 05498 ; ship in subroutine COPYPOSVEC ($ACAF). In addition, the Zylon ship is 05499 ; earmarked for the tracking computer. 05500 =006A 05501 L.CTRLDZYLON = $6A ; Index of currently program-controlled Zylon ship. 05502 ; Used values are: 05503 ; 0 -> Control Zylon ship 0 05504 ; 1 -> Control Zylon ship 1 =0080 05505 NEG = $80 ; Negative sign bit for velocity vector component 05506 AA79 A5C0 05507 MANEUVER LDA WARPSTATE ; Return if in starbase sector or hyperwarp engaged AA7B 057B 05508 ORA ISSTARBASESECT ; AA7D D0F9 05509 BNE SKIP078 ; 05510 05511 ;*** Update x and y velocity of both our starship's photon torpedoes 0 and 1 *** AA7F A586 05512 LDA ISTRACKING ; Skip this if ship's torpedoes not tracking a target AA81 F030 05513 BEQ SKIP080 ; 05514 AA83 A689 05515 LDX PLTRACKED ; Load PLAYER index of tracked target space object 05516 AA85 38 05517 SEC ; Prep A := PLAYER row number of target... AA86 BDF90B 05518 LDA PL0ROWNEW,X ; ...- PLAYER row number photon torpedo 0 AA89 EDFC0B 05519 SBC PL3ROWNEW ; AA8C 9002 05520 BCC SKIP079 ; Skip if target above our starship's photon torpedo AA8E A900 05521 LDA #0 ; Prep A := 0 AA90 20CAAE 05522 SKIP079 JSR HOMINGVEL ; Get y-velocity for homing photon torpedo 0 and 1 AA93 8DCB0B 05523 STA PL3YVEL ; Store y-velocity photon torpedo 0 AA96 8DCC0B 05524 STA PL4YVEL ; Store y-velocity photon torpedo 1 05525 AA99 38 05526 SEC ; Prep A := PLAYER column number of target... AA9A AD2D0C 05527 LDA PL3COLUMN ; ...- PLAYER column number of photon torpedo 0 AA9D FD2A0C 05528 SBC PL0COLUMN,X ; AAA0 20CAAE 05529 JSR HOMINGVEL ; Get x-velocity for homing photon torpedo 0 AAA3 8D9A0B 05530 STA PL3XVEL ; Store x-velocity of photon torpedo 0 05531 AAA6 38 05532 SEC ; Prep A := PLAYER column number of target... AAA7 AD2E0C 05533 LDA PL4COLUMN ; ...- PLAYER column number of photon torpedo 1 AAAA FD2A0C 05534 SBC PL0COLUMN,X ; AAAD 20CAAE 05535 JSR HOMINGVEL ; Get x-velocity for homing photon torpedo 1 AAB0 8D9B0B 05536 STA PL4XVEL ; Store x-velocity of photon torpedo 1 05537 05538 ;*** Make Zylon ships follow rotation of our starship ************************** AAB3 A203 05539 SKIP080 LDX #3 ; Loop over x and y velocity indices of both Zylons AAB5 D6BA 05540 LOOP036 DEC ZYLONTIMX0,X ; Decrement Zylon timer AAB7 1027 05541 BPL SKIP085 ; Next timer if this one still counting down 05542 AAB9 8A 05543 TXA ; Prep joystick (x or y) value in -1, 0, +1 AABA 4A 05544 LSR A ; AABB A8 05545 TAY ; AABC B9C800 05546 LDA JOYSTICKX,Y ; 05547 AABF A4D0 05548 LDY SHIPVIEW ; Skip if in Front view AAC1 F005 05549 BEQ SKIP081 ; 05550 AAC3 49FF 05551 EOR #$FF ; Invert joystick value (when in Aft view) AAC5 18 05552 CLC ; (two's-complement) AAC6 6901 05553 ADC #1 ; 05554 AAC8 18 05555 SKIP081 CLC ; Add joystick value to Zylon velocity index AAC9 75B4 05556 ADC ZYLONVELINDX0,X ; AACB 1002 05557 BPL SKIP082 ; AACD A900 05558 LDA #0 ; AACF C910 05559 SKIP082 CMP #16 ; Limit new Zylon velocity index to 0..15 ... AAD1 9002 05560 BCC SKIP083 ; AAD3 A90F 05561 LDA #15 ; AAD5 95B4 05562 SKIP083 STA ZYLONVELINDX0,X ; ...and store new Zylon velocity index 05563 AAD7 C908 05564 CMP #8 ; Calc new Zylon timer value in 0, 2, ..., 14 AAD9 9002 05565 BCC SKIP084 ; AADB 490F 05566 EOR #$0F ; AADD 0A 05567 SKIP084 ASL A ; AADE 95BA 05568 STA ZYLONTIMX0,X ; ...and store new Zylon timer value 05569 AAE0 CA 05570 SKIP085 DEX ; AAE1 10D2 05571 BPL LOOP036 ; Next Zylon timer 05572 05573 ;*** Update x and y velocity of single Zylon photon torpedo ******************** AAE3 AD8E0C 05574 LDA PL2SHAPTYPE ; Skip if PLAYER2 not PHOTON TORPEDO (shape type 0) AAE6 D01B 05575 BNE SKIP088 ; 05576 AAE8 A462 05577 LDY MISSIONLEVEL ; Depending on mission level... AAEA B985BF 05578 LDA ZYLONHOMVELTAB,Y ; ...pick (initially negative) Zylon torpedo velocity 05579 AAED AEA40A 05580 LDX PL2YPOSHI ; If photon torpedo in upper screen half (y >= 0)... AAF0 1002 05581 BPL SKIP086 ; ...don't toggle velocity sign -> torpedo goes down AAF2 297F 05582 AND #$7F ; ...toggle velocity sign -> torpedo goes up AAF4 8DCA0B 05583 SKIP086 STA PL2YVEL ; Store new y-velocity of Zylon photon torpedo 05584 AAF7 0980 05585 ORA #NEG ; Restore negative sign bit of velocity 05586 AAF9 AE730A 05587 LDX PL2XPOSHI ; If photon torpedo in right screen half (x >= 0)... AAFC 1002 05588 BPL SKIP087 ; ...don't toggle velocity sign -> torpedo goes left AAFE 297F 05589 AND #$7F ; ...toggle velocity sign -> torpedo goes right AB00 8D990B 05590 SKIP087 STA PL2XVEL ; Store new x-velocity of Zylon photon torpedo 05591 05592 ;*** Create new meteor? ******************************************************** AB03 A576 05593 SKIP088 LDA COUNT256 ; Attempt meteor creation in 7 out of 8 game loops AB05 2903 05594 AND #$03 ; AB07 F02E 05595 BEQ SKIP092 ; 05596 AB09 A5E6 05597 SKIP089 LDA PL2SHAPOFF ; If PLAYER2 shape is initial try to create a meteor AB0B F004 05598 BEQ SKIP090 ; 05599 AB0D A5EB 05600 LDA PL2LIFE ; Return if PLAYER2 alive AB0F D025 05601 BNE SKIP091 ; 05602 AB11 AD0AD2 05603 SKIP090 LDA RANDOM ; Return in 98% (252:256) (do not create meteor) AB14 C904 05604 CMP #4 ; AB16 B01E 05605 BCS SKIP091 ; 05606 05607 ;*** Create new meteor! ******************************************************** AB18 A960 05608 LDA #SHAP.METEOR ; PLAYER2 is METEOR (shape type 6) AB1A 8D8E0C 05609 STA PL2SHAPTYPE ; AB1D A202 05610 LDX #2 ; Randomize position vector of meteor AB1F 2064B7 05611 JSR INITPOSVEC ; AB22 A93C 05612 LDA #60 ; Meteor lifetime := 60 game loops AB24 85EB 05613 STA PL2LIFE ; AB26 A988 05614 LDA #NEG!8 ; SUMMARY: AB28 8D680B 05615 STA PL2ZVEL ; x-velocity := 0 AB2B A900 05616 LDA #0 ; y-velocity := 0 AB2D 8D2C0C 05617 STA PL2COLUMN ; z-velocity := -8 AB30 8D990B 05618 STA PL2XVEL ; AB33 8DCA0B 05619 STA PL2YVEL ; PLAYER2 column number := 0 (offscreen) AB36 60 05620 SKIP091 RTS ; Return 05621 05622 ;*** Toggle Zylon ship control ************************************************* AB37 A5A7 05623 SKIP092 LDA CTRLDZYLON ; Toggle control to the other Zylon ship AB39 4901 05624 EOR #$01 ; AB3B 85A7 05625 STA CTRLDZYLON ; 05626 05627 ;*** Create a new Zylon ship? ************************************************** AB3D AA 05628 TAX ; Save index of controlled Zylon ship AB3E B5E9 05629 LDA PL0LIFE,X ; Skip creating Zylon ship if its PLAYER still alive AB40 D042 05630 BNE SKIP094 ; 05631 AB42 A5E9 05632 LDA PL0LIFE ; If both Zylon ships are not alive... AB44 05EA 05633 ORA PL1LIFE ; AB46 2901 05634 AND #$01 ; AB48 A490 05635 LDY CURRSECTOR ; ...and this an empty sector... AB4A D9C908 05636 CMP GCMEMMAP,Y ; AB4D B0BA 05637 BCS SKIP089 ; ...attempt to create meteor and return 05638 05639 ;*** Create a new Zylon ship! ************************************************** AB4F A9FF 05640 LDA #255 ; Zylon ship lifetime := 255 game loops (infinite) AB51 95E9 05641 STA PL0LIFE,X ; 05642 AB53 AD0AD2 05643 LDA RANDOM ; Pick a Zylon ship shape type (1 out of 8) AB56 2907 05644 AND #$07 ; AB58 A8 05645 TAY ; AB59 B989BF 05646 LDA ZYLONSHAPTAB,Y ; AB5C 9D8C0C 05647 STA PL0SHAPTYPE,X ; 05648 AB5F A562 05649 LDA MISSIONLEVEL ; Init Zylon's flight pattern (0 if NOVICE mission) AB61 F003 05650 BEQ SKIP093 ; AB63 B991BF 05651 LDA ZYLONFLPATTAB,Y ; AB66 95A8 05652 SKIP093 STA ZYLONFLPAT0,X ; 05653 AB68 A901 05654 LDA #1 ; Zylon ship's milestone timer := 1 game loop AB6A 95AA 05655 STA MILESTTIM0,X ; 05656 AB6C 9DAD09 05657 STA ZPOSSIGN,X ; Put Zylon ship in front of our starship AB6F AD0AD2 05658 LDA RANDOM ; AB72 25C7 05659 AND VICINITYMASK ; y-coordinate (high byte) := RND(0..VICINITYMASK) AB74 9DA20A 05660 STA YPOSHI,X ; AB77 6913 05661 ADC #19 ; x-coordinate (high byte) := y (high byte) + 19 AB79 9D710A 05662 STA XPOSHI,X ; AB7C 0971 05663 ORA #$71 ; z-coordinate (high byte) := >= +28928 (+$71**) AB7E 9D400A 05664 STA ZPOSHI,X ; AB81 20BEB7 05665 JSR RNDINVXY ; Randomly invert x and y coordinate of pos vector 05666 05667 ;*** Set current flight pattern to attack flight pattern? ********************** AB84 BD400A 05668 SKIP094 LDA ZPOSHI,X ; Skip if Zylon too distant (z >= +$20** ) AB87 C920 05669 CMP #$20 ; AB89 B011 05670 BCS SKIP096 ; 05671 AB8B BDAD09 05672 LDA ZPOSSIGN,X ; Set attack flight pattern if Zylon is behind AB8E F008 05673 BEQ SKIP095 ; 05674 AB90 B5E4 05675 LDA PL0SHAPOFF,X ; Skip if Zylon shape initial AB92 F008 05676 BEQ SKIP096 ; 05677 AB94 C929 05678 CMP #$29 ; Skip if Zylon shape is Long-Range Scan blip AB96 F004 05679 BEQ SKIP096 ; 05680 AB98 A900 05681 SKIP095 LDA #0 ; Set attack flight pattern AB9A 95A8 05682 STA ZYLONFLPAT0,X ; 05683 05684 ;*** Update back-attack flag and milestone velocity indices ******************** AB9C D6AA 05685 SKIP096 DEC MILESTTIM0,X ; Skip if milestone timer still counting down AB9E 1024 05686 BPL SKIP099 ; 05687 ABA0 A978 05688 LDA #120 ; Milestone timer := 120 game loops ABA2 95AA 05689 STA MILESTTIM0,X ; 05690 ABA4 A562 05691 LDA MISSIONLEVEL ; Back-attack flag := 1 in 19% (48:256) of... ABA6 AC0AD2 05692 LDY RANDOM ; ...WARRIOR or COMMANDER missions ABA9 C030 05693 CPY #48 ; ... := 0 otherwise ABAB 9001 05694 BCC SKIP097 ; ABAD 4A 05695 LSR A ; ABAE 4A 05696 SKIP097 LSR A ; ABAF 95B8 05697 STA ISBACKATTACK0,X ; 05698 05699 ; Loop over all 3 milestone velocity indices ABB1 B5A8 05700 LDA ZYLONFLPAT0,X ; Set new milestone velocity index: ABB3 2C0AD2 05701 LOOP037 BIT RANDOM ; If Zylon flight pattern is... ABB6 1002 05702 BPL SKIP098 ; ...0 -> milestone velocity index := either 0 or 15 ABB8 490F 05703 EOR #$0F ; ...1 -> milestone velocity index := either 1 or 14 ABBA 95AC 05704 SKIP098 STA MILESTVELINDZ0,X ; ...4 -> milestone velocity index := either 4 or 11 ABBC E8 05705 INX ; ABBD E8 05706 INX ; ABBE E006 05707 CPX #6 ; ABC0 90F1 05708 BCC LOOP037 ; Next Zylon milestone velocity index 05709 05710 ;*** Update milestone velocity indices in attack flight pattern **************** ABC2 A6A7 05711 LDX CTRLDZYLON ; Reload index of controlled Zylon ship 05712 ABC4 B5A8 05713 SKIP099 LDA ZYLONFLPAT0,X ; Skip if not in attack flight pattern ABC6 D032 05714 BNE SKIP105 ; 05715 ABC8 A4A7 05716 LDY CTRLDZYLON ; Reload index of controlled Zylon ship 05717 05718 ; Loop over all 3 milestone velocity indices ABCA C031 05719 LOOP038 CPY #$31 ; Skip to handle x and y velocity index ABCC B013 05720 BCS SKIP101 ; 05721 ; SUMMARY: ABCE B9B800 05722 LDA ISBACKATTACK0,Y ; Handle z-velocity index: ABD1 4A 05723 LSR A ; ABD2 B9400A 05724 LDA ZPOSHI,Y ; If Zylon attacks from front... ABD5 B006 05725 BCS SKIP100 ; z < $0A00 -> mil vel index := 0 (+62 ) ABD7 C90A 05726 CMP #$0A ; z >= $0A00 -> mil vel index := 15 (-62 ) ABD9 900E 05727 BCC SKIP103 ; ABDB B004 05728 BCS SKIP101 ; If Zylon attacks from back... ABDD C9F5 05729 SKIP100 CMP #$F5 ; z >= $F500 -> mil vel index := 15 (-62 ) ABDF B004 05730 BCS SKIP102 ; z < $F500 -> mil vel index := 0 (+62 ) 05731 ABE1 B9AD09 05732 SKIP101 LDA ZPOSSIGN,Y ; Handle x and y velocity index: ABE4 4A 05733 LSR A ; ABE5 A90F 05734 SKIP102 LDA #15 ; x >= 0 -> mil vel index := 15 (-62 ) ABE7 B002 05735 BCS SKIP104 ; x < 0 -> mil vel index := 0 (+62 ) ABE9 A900 05736 SKIP103 LDA #0 ; y >= 0 -> mil vel index := 15 (-62 ) ABEB 95AC 05737 SKIP104 STA MILESTVELINDZ0,X ; y < 0 -> mil vel index := 0 (+62 ) 05738 ABED 18 05739 CLC ; Adjust position vector component index ABEE 98 05740 TYA ; ABEF 6931 05741 ADC #NUMSPCOBJ.ALL ; ABF1 A8 05742 TAY ; 05743 ABF2 E8 05744 INX ; ABF3 E8 05745 INX ; ABF4 E006 05746 CPX #6 ; ABF6 90D2 05747 BCC LOOP038 ; Next milestone velocity index 05748 05749 ;*** Acceleration: Change Zylon velocity index toward milestone velocity index * ABF8 A6A7 05750 LDX CTRLDZYLON ; Reload index of controlled Zylon ship ABFA A4A7 05751 SKIP105 LDY CTRLDZYLON ; Reload index of controlled Zylon ship 05752 05753 ; Loop over all 3 milestone velocity indices ABFC B5B2 05754 LOOP039 LDA ZYLONVELINDZ0,X ; Compare Zylon velocity index with milestone index ABFE D5AC 05755 CMP MILESTVELINDZ0,X ; AC00 F008 05756 BEQ SKIP107 ; Skip if equal AC02 B004 05757 BCS SKIP106 ; AC04 F6B2 05758 INC ZYLONVELINDZ0,X ; Increm. Zylon velocity index if < milestone index AC06 9002 05759 BCC SKIP107 ; AC08 D6B2 05760 SKIP106 DEC ZYLONVELINDZ0,X ; Decrem. Zylon velocity index if >= milestone index 05761 AC0A 866A 05762 SKIP107 STX L.CTRLDZYLON ; Save index of controlled Zylon ship AC0C AA 05763 TAX ; AC0D BD99BF 05764 LDA ZYLONVELTAB,X ; Pick new velocity value by Zylon velocity index AC10 A66A 05765 LDX L.CTRLDZYLON ; Reload index of controlled Zylon ship AC12 99660B 05766 STA ZVEL,Y ; Store new velocity vector component of Zylon ship 05767 AC15 98 05768 TYA ; Next velocity vector component AC16 18 05769 CLC ; AC17 6931 05770 ADC #NUMSPCOBJ.ALL ; AC19 A8 05771 TAY ; 05772 AC1A E8 05773 INX ; AC1B E8 05774 INX ; AC1C E006 05775 CPX #6 ; AC1E 90DC 05776 BCC LOOP039 ; Next milestone velocity index 05777 05778 ;*** Launch Zylon photon torpedo? ********************************************** 05779 05780 ;*** Check PLAYER2 shape and lifetime ****************************************** AC20 A6A7 05781 LDX CTRLDZYLON ; Reload index of controlled Zylon ship 05782 AC22 AD8E0C 05783 LDA PL2SHAPTYPE ; Skip if PLAYER2 not PHOTON TORPEDO (shape type 0) AC25 D00B 05784 BNE SKIP109 ; 05785 AC27 A5EB 05786 LDA PL2LIFE ; Return if Zylon photon torpedo still alive AC29 D006 05787 BNE SKIP108 ; 05788 AC2B A5BE 05789 LDA TORPEDODELAY ; Count down Zylon photon torpedo delay timer... AC2D F003 05790 BEQ SKIP109 ; ...before launching next Zylon photon torpedo AC2F C6BE 05791 DEC TORPEDODELAY ; AC31 60 05792 SKIP108 RTS ; Return 05793 05794 ;*** Check y-coordinate of Zylon ship ****************************************** AC32 18 05795 SKIP109 CLC ; Return if Zylon ship's y-coordinate not... AC33 BDA20A 05796 LDA YPOSHI,X ; ...in -768..+767 (-$(0300)..+$2FF) . AC36 6902 05797 ADC #2 ; AC38 C905 05798 CMP #5 ; AC3A B0F5 05799 BCS SKIP108 ; 05800 05801 ;*** Set Zylon photon torpedo's z-velocity ************************************* AC3C A0D0 05802 LDY #NEG!80 ; Prep Zylon torpedo's z-velocity := -80 05803 AC3E BDAD09 05804 LDA ZPOSSIGN,X ; Prep Zylon ship's sign of z-coordinate AC41 4A 05805 LSR A ; AC42 BD400A 05806 LDA ZPOSHI,X ; Prep Zylon ship's z-coordinate AC45 B008 05807 BCS SKIP110 ; Skip if Zylon ship in front... AC47 49FF 05808 EOR #$FF ; ...else invert loaded Zylon ship's z-coordinate 05809 AC49 A462 05810 LDY MISSIONLEVEL ; Return (no torpedo from back) if NOVICE mission AC4B F0E4 05811 BEQ SKIP108 ; 05812 AC4D A050 05813 LDY #80 ; Preload Zylon torpedo's z-velocity := +80 05814 05815 ;*** Is Zylon ship in range? *************************************************** AC4F C920 05816 SKIP110 CMP #$20 ; Return if Zylon ship too far... AC51 B0DE 05817 BCS SKIP108 ; ... (ABS(z-coordinate) > 8192 ($20**) ) 05818 AC53 8C680B 05819 STY PL2ZVEL ; Store Zylon photon torpedo's z-velocity 05820 05821 ;*** Launch Zylon photon torpedo! ********************************************** 05822 AC56 A900 05823 LDA #0 ; PLAYER2 is PHOTON TORPEDO (shape type 0) AC58 8D8E0C 05824 STA PL2SHAPTYPE ; AC5B 8D2C0C 05825 STA PL2COLUMN ; Zylon torpedo PLAYER column number := 0 (offscreen) AC5E A93E 05826 LDA #62 ; AC60 85EB 05827 STA PL2LIFE ; Zylon torpedo lifetime := 62 game loops 05828 AC62 A202 05829 LDX #2 ; Prep source index for position vector copy AC64 A4A7 05830 LDY CTRLDZYLON ; Prep destination index for position vector copy AC66 84BF 05831 STY ZYLONATTACKER ; Save Zylon ship index for tracking computer AC68 4CAFAC 05832 JMP COPYPOSVEC ; Copy position vector from Zylon ship to its torpedo 05833 05834 ;******************************************************************************* 05835 ;* * 05836 ;* INITEXPL * 05837 ;* * 05838 ;* Initialize explosion * 05839 ;* * 05840 ;******************************************************************************* 05841 05842 ; DESCRIPTION 05843 ; 05844 ; Initializes the explosion's lifetime, the explosion fragments' position and 05845 ; velocity vectors as well as their pixel row and column numbers. 05846 ; 05847 ; An explosion has a lifetime of 128 game loop iterations. It consists of 32 05848 ; explosion fragment space objects with indices 17..48. The position vector of 05849 ; each explosion fragment is copied from the exploding PLAYER space object. 05850 ; 05851 ; The pixel column number of each explosion fragment is initialized to 05852 ; 05853 ; PIXEL COLUMN NUMBER := PLAYER column number - 48 + RND(0..15) 05854 ; 05855 ; To convert PLAYER column numbers (in Player/Missile (PM) pixels) into pixel 05856 ; column numbers, the PLAYER column number of the left PLAYFIELD border (= 48) 05857 ; is subtracted and a random number is added. 05858 ; 05859 ; BUG (at $AC76): The added random number should not be in 0..15 but in 0..7 05860 ; because the exploding PLAYER is 8 pixels wide. The PLAYER column number 05861 ; represents the left edge of the PLAYER shape. When using a random number in 05862 ; 0..15, half of the pixels are located off to the right of the PLAYER, outside 05863 ; the PLAYER area. Suggested fix: Replace instruction AND #$0F with AND #$07. 05864 ; 05865 ; The pixel row number of each explosion fragment is initialized to 05866 ; 05867 ; PIXEL ROW NUMBER := (PLAYER row number - RND(0..15)) / 2 - 16 05868 ; 05869 ; BUG (at $AC88): To convert PLAYER row numbers (in PM pixels) into pixel row 05870 ; numbers, the PLAYER row number to the top PLAYFIELD border (= 16) should be 05871 ; subtracted first, then the division by 2 (instruction LRS A) should be applied 05872 ; to reduce the double-line PM resolution to the single-line PLAYFIELD 05873 ; resolution. Suggested fix: Swap instruction LRS A with SBC #16 which leads to 05874 ; the following formula for the pixel row number: 05875 ; 05876 ; PIXEL ROW NUMBER := (PLAYER row number - 16 + RND(0..15)) / 2 05877 ; 05878 ; Incidentally, adding a random number in 0..15 is correct. PLAYER row number 05879 ; represents the top edge of the PLAYER shape, which is typically 16 PM pixels 05880 ; tall when representing a close space object. 05881 ; 05882 ; The velocity vector of explosion fragments is set to random x, y, and z 05883 ; velocity vector components in -7..+7 . 05884 ; 05885 ; INPUT 05886 ; 05887 ; Y = PLAYER index from which the explosion originates. Used values are: 05888 ; 0 -> Explosion of PLAYER0 (Zylon ship 0) 05889 ; 1 -> Explosion of PLAYER1 (Zylon ship 1) 05890 ; 2 -> Explosion of PLAYER2 (Zylon photon torpedo, starbase, or meteor) 05891 AC6B A980 05892 INITEXPL LDA #128 ; Explosion lifetime := 128 game loops AC6D 8573 05893 STA EXPLLIFE ; 05894 AC6F A230 05895 LDX #NUMSPCOBJ.ALL-1 ; Max index of space objects (for explosion frags) AC71 8679 05896 STX MAXSPCOBJIND ; 05897 05898 ; Loop over all explosion fragment position vectors 05899 ; (index 48..17) AC73 AD0AD2 05900 LOOP040 LDA RANDOM ; PIXEL COLUMN NUM := PLAYER column - 48 + RND(0..15) AC76 290F 05901 AND #$0F ; (!) AC78 792A0C 05902 ADC PL0COLUMN,Y ; AC7B E930 05903 SBC #48 ; AC7D 9D2A0C 05904 STA PIXELCOLUMN,X ; 05905 AC80 AD0AD2 05906 LDA RANDOM ; PIXEL ROW NUM := (PLAYER row + RND(0..15)) / 2 - 16 AC83 290F 05907 AND #$0F ; AC85 79F90B 05908 ADC PL0ROWNEW,Y ; AC88 4A 05909 LSR A ; (!) AC89 E910 05910 SBC #16 ; AC8B 9DF90B 05911 STA PIXELROWNEW,X ; 05912 AC8E 20AFAC 05913 JSR COPYPOSVEC ; Copy position vector of PLAYER to explosion frag 05914 AC91 AD0AD2 05915 LDA RANDOM ; z-velocity := RND(-7..+7) AC94 2987 05916 AND #NEG!7 ; AC96 9D660B 05917 STA ZVEL,X ; AC99 AD0AD2 05918 LDA RANDOM ; x-velocity := RND(-7..+7) AC9C 2987 05919 AND #NEG!7 ; AC9E 9D970B 05920 STA XVEL,X ; ACA1 AD0AD2 05921 LDA RANDOM ; y-velocity := RND(-7..+7) ACA4 2987 05922 AND #NEG!7 ; ACA6 9DC80B 05923 STA YVEL,X ; 05924 ACA9 CA 05925 DEX ; Next explosion fragment position vector ACAA E010 05926 CPX #16 ; ACAC D0C5 05927 BNE LOOP040 ; ACAE 60 05928 RTS ; Return 05929 05930 ;******************************************************************************* 05931 ;* * 05932 ;* COPYPOSVEC * 05933 ;* * 05934 ;* Copy a position vector * 05935 ;* * 05936 ;******************************************************************************* 05937 05938 ; DESCRIPTION 05939 ; 05940 ; Copies a position vector. 05941 ; 05942 ; Actually, this subroutine copies the z-coordinate only, then code execution 05943 ; continues into subroutine COPYPOSXY ($ACC1) to copy the x and y coordinate. 05944 ; 05945 ; INPUT 05946 ; 05947 ; X = Destination position vector index. Used values are: 0..48. 05948 ; Y = Source position vector index. Used values are: 0..48. 05949 ACAF B9AD09 05950 COPYPOSVEC LDA ZPOSSIGN,Y ; ACB2 9DAD09 05951 STA ZPOSSIGN,X ; ACB5 B9400A 05952 LDA ZPOSHI,Y ; ACB8 9D400A 05953 STA ZPOSHI,X ; ACBB B9D30A 05954 LDA ZPOSLO,Y ; ACBE 9DD30A 05955 STA ZPOSLO,X ; 05956 05957 ;******************************************************************************* 05958 ;* * 05959 ;* COPYPOSXY * 05960 ;* * 05961 ;* Copy x and y components (coordinates) of position vector * 05962 ;* * 05963 ;******************************************************************************* 05964 05965 ; DESCRIPTION 05966 ; 05967 ; Copies the x and y components (coordinates) of a position vector. 05968 ; 05969 ; INPUT 05970 ; 05971 ; X = Destination position vector index. Used values are: 0..48. 05972 ; Y = Source position vector index. Used values are: 0..48. 05973 ACC1 B9DE09 05974 COPYPOSXY LDA XPOSSIGN,Y ; ACC4 9DDE09 05975 STA XPOSSIGN,X ; ACC7 B9710A 05976 LDA XPOSHI,Y ; ACCA 9D710A 05977 STA XPOSHI,X ; ACCD B90F0A 05978 LDA YPOSSIGN,Y ; ACD0 9D0F0A 05979 STA YPOSSIGN,X ; ACD3 B9A20A 05980 LDA YPOSHI,Y ; ACD6 9DA20A 05981 STA YPOSHI,X ; ACD9 B9040B 05982 LDA XPOSLO,Y ; ACDC 9D040B 05983 STA XPOSLO,X ; ACDF B9350B 05984 LDA YPOSLO,Y ; ACE2 9D350B 05985 STA YPOSLO,X ; ACE5 60 05986 SKIP111 RTS ; Return 05987 05988 ;******************************************************************************* 05989 ;* * 05990 ;* DOCKING * 05991 ;* * 05992 ;* Handle docking at starbase, launch and return of transfer vessel * 05993 ;* * 05994 ;******************************************************************************* 05995 05996 ; DESCRIPTION 05997 ; 05998 ; Handles docking at a starbase, launching and returning the transfer vessel, 05999 ; and repairing our starship's subsystems. 06000 ; 06001 ; This subroutine changes, if in Front view, the PLAYER-PLAYFIELD priority such 06002 ; that PLAYERs like the starbase appear behind the cross hairs, which are part 06003 ; of the PLAYFIELD. 06004 ; 06005 ; BUG (at $ACEE): The starbase also appears behind the stars, which are also 06006 ; part of the PLAYFIELD - a rarely noticed glitch. In Aft view, the arrangement 06007 ; is reversed: PLAYERs are arranged in front of the PLAYFIELD. Then the starbase 06008 ; (and the transfer vessel) appear in front of the cross hairs! Suggested fix: 06009 ; None, technically not possible. 06010 ; 06011 ; The starbase is tracked and the PLAYER0..2 shape types are set to STARBASE 06012 ; RIGHT, STARBASE LEFT, and STARBASE CENTER, respectively, combining them into a 06013 ; 3-part starbase shape. 06014 ; 06015 ; If this sector is still marked as a starbase sector but no more so on the 06016 ; Galactic Chart (if in the meantime either Zylon units have surrounded this 06017 ; sector and destroyed the starbase or you have destroyed the starbase with a 06018 ; photon torpedo) then the noise sound pattern SHIELD EXPLOSION is played in 06019 ; subroutine NOISE ($AEA8) and code execution returns. 06020 ; 06021 ; Otherwise a minimum distance to the starbase of +32 (+$0020) is enforced 06022 ; and the conditions for a successful docking are checked: 06023 ; 06024 ; DOCKING CONDITIONS 06025 ; 06026 ; A docking is successful if all of the following conditions are met: 06027 ; 06028 ; (1) The PLAYER2 (STARBASE CENTER) column number is in 120..135. 06029 ; 06030 ; BUG (at $AD39): At first glance, the PLAYER column interval of 120..135 06031 ; corresponds to an almost symmetric interval of -8..+7 PM pixels relative 06032 ; to the horizontal center of the PLAYFIELD, at PLAYER column number 128 06033 ; (48 PM pixels offset to left PLAYFIELD border + 80 PM pixels to the 06034 ; PLAYFIELD center). This is correct only if the PLAYER column number were 06035 ; to designate the horizontal center of the PLAYER. However it designates 06036 ; its left edge! Thus the used pixel column number range 120..135 creates 06037 ; an asymmetric horizontal docking position: A docking is successful if the 06038 ; horizontal position of the starbase shape's center is roughly -5..+10 PM 06039 ; pixels relative to the horizontal center of the PLAYFIELD. Suggested fix: 06040 ; Replace SBC #120 with SBC #117. This leads to an interval of -8..+7 06041 ; pixels relative to the horizontal center of the PLAYFIELD and better 06042 ; symmetry in the horizontal docking position. 06043 ; 06044 ; (2) The PLAYER2 (STARBASE CENTER) row number is in 104..119. 06045 ; 06046 ; BUG (at $AD43): The PLAYER row interval of 104..119 corresponds to an 06047 ; asymmetric interval of -20..-5 PM pixels relative to the vertical center 06048 ; of the PLAYFIELD, at pixel row number 80 or PLAYER row number 124. It 06049 ; lets you dock at a starbase that "sits" on top of the horizontal cross 06050 ; hairs but not at one that "hangs" from them. Suggested fix: Replace SBC 06051 ; #104 with SBC #108. This leads to an interval of -8..+7 pixels relative 06052 ; to the vertical center of the PLAYFIELD (assuming a PLAYER2 shape of 16 06053 ; pixel height, which is typical during docking) and better symmetry in the 06054 ; vertical docking position. 06055 ; 06056 ; (3) The starbase is in correct distance in front of our starship: The 06057 ; starbase's z-coordinate must be < +512 (+$02**) . 06058 ; 06059 ; (4) Our starship is horizontally level with the starbase: The starbase's 06060 ; y-coordinate must be < +256 (+$01**) . 06061 ; 06062 ; (5) Our starship is at a complete halt. 06063 ; 06064 ; DOCKING SUCCESSFUL 06065 ; 06066 ; If the conditions for a successful docking are met, the subsequent docking and 06067 ; transfer operation can be divided in the following states, starting with state 06068 ; NOT DOCKED: 06069 ; 06070 ; (1) NOT DOCKED 06071 ; 06072 ; The docking state is set to ORBIT ESTABLISHED and the title line is 06073 ; updated with "ORBIT ESTABLISHED". 06074 ; 06075 ; (2) ORBIT ESTABLISHED 06076 ; 06077 ; After waiting until the title line "ORBIT ESTABLISHED" has disappeared, 06078 ; the transfer vessel is initialized and launched: The PLAYER4 shape type 06079 ; is set to TRANSFER VESSEL. Its position vector is set to a position above 06080 ; and in front of our starship, but behind the starbase: 06081 ; 06082 ; x-coordinate := +0..+255 (+$00**) 06083 ; y-coordinate := +256..+511 (+$01**) 06084 ; z-coordinate := +4096..+4351 (+$10**) 06085 ; 06086 ; Its velocity vector is set to 06087 ; 06088 ; x-velocity := +1 06089 ; y-velocity := -1 06090 ; z-velocity := -7 06091 ; 06092 ; This will move the transfer vessel from behind the starbase into a 06093 ; direction toward and a little to the lower right of our starship. The 06094 ; lifetime of the transfer vessel (and its return journey) is set to 129 06095 ; game loop iterations. Finally, the docking state is set to RETURN 06096 ; TRANSFER VESSEL. 06097 ; 06098 ; (3) RETURN TRANSFER VESSEL 06099 ; 06100 ; After checking if the transfer vessel has passed behind our starship, the 06101 ; beeper sound pattern ACKNOWLEDGE is played in subroutine BEEP ($B3A6), 06102 ; the title line is updated with "TRANSFER COMPLETE", our starship's 06103 ; subsystems are repaired, and our starship's ENERGY readout is restored to 06104 ; 9999 energy units. by inverting the z-velocity the velocity vector of the 06105 ; transfer vessel is changed to 06106 ; 06107 ; x-velocity := +1 06108 ; y-velocity := -1 06109 ; z-velocity := +7 06110 ; 06111 ; thus launching the transfer vessel on its return journey to the starbase. 06112 ; The docking state is set to TRANSFER COMPLETE. Finally, the screen is 06113 ; updated in subroutine UPDSCREEN ($B07B). 06114 ; 06115 ; (4) TRANSFER COMPLETE 06116 ; 06117 ; This docking state marks the end of a successful docking and transfer 06118 ; operation. 06119 ; 06120 ; DOCKING ABORTED 06121 ; 06122 ; If the docking conditions above are not met and the docking state is already 06123 ; ORBIT ESTABLISHED or RETURN TRANSFER VESSEL then the message "DOCKING ABORTED" 06124 ; is displayed and the docking state is set to NOT DOCKED. 06125 ACE6 A57B 06126 DOCKING LDA ISSTARBASESECT ; Return if not in starbase sector ACE8 F0FB 06127 BEQ SKIP111 ; 06128 ACEA A5D0 06129 LDA SHIPVIEW ; Skip if not in Front view ACEC D005 06130 BNE SKIP112 ; ACEE A914 06131 LDA #$14 ; GTIA: enable PLAYER4, prio: PFs > PLs > BGR (!) ACF0 8D1BD0 06132 STA PRIOR ; (Cross hairs appear behind PLAYERs) 06133 ACF3 A902 06134 SKIP112 LDA #2 ; Track starbase (PLAYER2) ACF5 8D5C09 06135 STA TRACKDIGIT ; 06136 06137 ;** Initialize starbase shape ************************************************** ACF8 A930 06138 LDA #SHAP.STARBASEC ; PLAYER2 is STARBASE CENTER (shape type 3) ACFA 8D8E0C 06139 STA PL2SHAPTYPE ; ACFD A920 06140 LDA #SHAP.STARBASEL ; PLAYER1 is STARBASE LEFT (shape type 2) ACFF 8D8D0C 06141 STA PL1SHAPTYPE ; AD02 A940 06142 LDA #SHAP.STARBASER ; PLAYER0 is STARBASE RIGHT (shape type 4) AD04 8D8C0C 06143 STA PL0SHAPTYPE ; 06144 AD07 A9FF 06145 LDA #255 ; Prep starbase lifetime := 255 game loops (infinite) 06146 AD09 A690 06147 LDX CURRSECTOR ; Skip if starbase in current sector AD0B BCC908 06148 LDY GCMEMMAP,X ; AD0E 3002 06149 BMI SKIP113 ; 06150 AD10 A900 06151 LDA #0 ; Prep starbase lifetime := 0 game loops (fast death) 06152 AD12 85E9 06153 SKIP113 STA PL0LIFE ; PLAYER0 lifetime := either 0 or 255 game loops AD14 85EA 06154 STA PL1LIFE ; PLAYER1 lifetime := either 0 or 255 game loops AD16 85EB 06155 STA PL2LIFE ; PLAYER2 lifetime := either 0 or 255 game loops AD18 857B 06156 STA ISSTARBASESECT ; Store starbase-in-sector flag AD1A 300A 06157 BMI SKIP114 ; Skip if starbase in current sector 06158 AD1C A002 06159 LDY #2 ; Init explosion at PLAYER2 (STARBASE CENTER) AD1E 206BAC 06160 JSR INITEXPL ; 06161 AD21 A20A 06162 LDX #$0A ; Play noise sound pattern SHIELD EXPLOSION and return AD23 4CA8AE 06163 JMP NOISE ; 06164 06165 ;*** Keep minimum distance to starbase ***************************************** AD26 AD420A 06166 SKIP114 LDA PL2ZPOSHI ; Skip if starbase z-coordinate > +255 (+$00**) AD29 D00A 06167 BNE SKIP115 ; 06168 AD2B ADD50A 06169 LDA PL2ZPOSLO ; Approach starbase not closer than +32 (+$0020) AD2E C920 06170 CMP #32 ; AD30 B003 06171 BCS SKIP115 ; AD32 EED50A 06172 INC PL2ZPOSLO ; ...else push starbase back 06173 06174 ;*** Check if in docking range ************************************************* AD35 AD2C0C 06175 SKIP115 LDA PL2COLUMN ; Abort docking if PLAYER column number of... AD38 38 06176 SEC ; ...PLAYER2 (STARBASE CENTER) not in 120..135. AD39 E978 06177 SBC #120 ; (!) AD3B C910 06178 CMP #16 ; AD3D B022 06179 BCS SKIP116 ; 06180 AD3F ADFB0B 06181 LDA PL2ROWNEW ; Abort docking if PLAYER row number of... AD42 38 06182 SEC ; ...PLAYER2 (STARBASE CENTER) not in 104..119. AD43 E968 06183 SBC #104 ; (!) AD45 C910 06184 CMP #16 ; AD47 B018 06185 BCS SKIP116 ; 06186 AD49 AD420A 06187 LDA PL2ZPOSHI ; Abort docking if... AD4C C902 06188 CMP #2 ; ... z-coordinate of starbase >= +512 (+$02**) AD4E B011 06189 BCS SKIP116 ; 06190 AD50 ADAF09 06191 LDA PL2ZPOSSIGN ; Abort docking... AD53 2D110A 06192 AND PL2YPOSSIGN ; ...if starbase not in front and upper screen half AD56 4901 06193 EOR #$01 ; AD58 0570 06194 ORA VELOCITYLO ; ...if our starship's velocity not zero AD5A 0DA40A 06195 ORA PL2YPOSHI ; ...if starbase not roughly vertically centered AD5D 0571 06196 ORA NEWVELOCITY ; ...if our starship's new velocity not zero AD5F F010 06197 BEQ SKIP119 ; Else skip and handle docking 06198 06199 ;*** Docking aborted *********************************************************** AD61 A575 06200 SKIP116 LDA DOCKSTATE ; Skip if DOCKSTATE is NOT DOCKED, TRANSFER COMPLETE AD63 C902 06201 CMP #2 ; AD65 9005 06202 BCC SKIP117 ; 06203 AD67 A01F 06204 LDY #$1F ; Set title phrase "DOCKING ABORTED" AD69 2023B2 06205 JSR SETTITLE ; 06206 AD6C A900 06207 SKIP117 LDA #0 ; DOCKSTATE := NOT DOCKED AD6E 8575 06208 STA DOCKSTATE ; AD70 60 06209 SKIP118 RTS ; Return 06210 06211 ;*** Docking successful, check docking state *********************************** AD71 2475 06212 SKIP119 BIT DOCKSTATE ; Check DOCKSTATE AD73 700D 06213 BVS SKIP120 ; If DOCKSTATE = ORBIT ESTABLISHED hide title line AD75 3042 06214 BMI SKIP122 ; If DOCKSTATE = RETURN TRANSFER VESSEL return it AD77 A575 06215 LDA DOCKSTATE ; AD79 D0F5 06216 BNE SKIP118 ; Return if DOCKSTATE not NOT DOCKED AD7B C675 06217 DEC DOCKSTATE ; DOCKSTATE := ORBIT ESTABLISHED 06218 AD7D A01C 06219 LDY #$1C ; Set title phrase "ORBIT ESTABLISHED" and return AD7F 4C23B2 06220 JMP SETTITLE ; 06221 06222 ;*** Orbit established ********************************************************* AD82 A200 06223 SKIP120 LDX #0 ; Enqueue new, empty title phrase AD84 8665 06224 STX NEWTITLEPHR ; 06225 AD86 A4D1 06226 LDY TITLEPHR ; Return if "ORBIT ESTABLISHED" still displayed AD88 D0E6 06227 BNE SKIP118 ; 06228 06229 ;*** Launch transfer vessel **************************************************** AD8A A950 06230 LDA #SHAP.TRANSVSSL ; PLAYER4 is TRANSFER VESSEL (shape 5) AD8C 8D900C 06231 STA PL4SHAPTYPE ; 06232 AD8F A901 06233 LDA #1 ; Place transfer vessel behind starbase: AD91 8DB109 06234 STA PL4ZPOSSIGN ; x-coordinate := +0..+255 (+$00**) AD94 8DE209 06235 STA PL4XPOSSIGN ; y-coordinate := +256..+511 (+$01**) AD97 8D130A 06236 STA PL4YPOSSIGN ; z-coordinate := +4096..+4351 (+$10**) AD9A 8DA60A 06237 STA PL4YPOSHI ; AD9D 8D9B0B 06238 STA PL4XVEL ; Move transfer vessel toward our starship: ADA0 A910 06239 LDA #$10 ; x-velocity := +1 ADA2 8D440A 06240 STA PL4ZPOSHI ; y-velocity := -1 ADA5 A900 06241 LDA #$00 ; z-velocity := -7 ADA7 8D750A 06242 STA PL4XPOSHI ; ADAA A987 06243 LDA #NEG!7 ; ADAC 8D6A0B 06244 STA PL4ZVEL ; ADAF A981 06245 LDA #NEG!1 ; DOCKSTATE := RETURN TRANSFER VESSEL ADB1 8575 06246 STA DOCKSTATE ; ADB3 8DCC0B 06247 STA PL4YVEL ; ADB6 85ED 06248 STA PL4LIFE ; Transfer vessel lifetime := 129 game loops ADB8 60 06249 SKIP121 RTS ; Return 06250 06251 ;*** Return transfer vessel **************************************************** ADB9 ADB109 06252 SKIP122 LDA PL4ZPOSSIGN ; Return if transfer vessel in front of our starship ADBC D0FA 06253 BNE SKIP121 ; 06254 ADBE A20C 06255 LDX #$0C ; Play beeper sound pattern ACKNOWLEGDE ADC0 20A6B3 06256 JSR BEEP ; 06257 ADC3 A021 06258 LDY #$21 ; Set title phrase "TRANSFER COMPLETE" ADC5 2023B2 06259 JSR SETTITLE ; 06260 ADC8 A205 06261 LDX #5 ; Repair all 6 subsystems ADCA BD8BBB 06262 LOOP041 LDA PANELTXTTAB+73,X ; ADCD 9D9209 06263 STA GCSTATPHO,X ; ADD0 CA 06264 DEX ; ADD1 10F7 06265 BPL LOOP041 ; 06266 ADD3 A989 06267 LDA #CCS.COL2!CCS.9 ; Set starship's ENERGY readout to "9999" in COLOR2 ADD5 A203 06268 LDX #3 ; ADD7 9D5509 06269 LOOP042 STA ENERGYD1,X ; ADDA CA 06270 DEX ; ADDB 10FA 06271 BPL LOOP042 ; 06272 ADDD A907 06273 LDA #7 ; Move transfer vessel back toward starbase: ADDF 8D6A0B 06274 STA PL4ZVEL ; x-velocity := -1 ADE2 A981 06275 LDA #NEG!1 ; y-velocity := +1 ADE4 8D9B0B 06276 STA PL4XVEL ; z-velocity := +7 ADE7 A901 06277 LDA #1 ; ADE9 8DCC0B 06278 STA PL4YVEL ; 06279 ADEC 8575 06280 STA DOCKSTATE ; DOCKSTATE := TRANSFER COMPLETE ADEE 4C7BB0 06281 JMP UPDSCREEN ; Update screen and return 06282 06283 ;******************************************************************************* 06284 ;* * 06285 ;* MODDLST * 06286 ;* * 06287 ;* Modify Display List * 06288 ;* * 06289 ;******************************************************************************* 06290 06291 ; DESCRIPTION 06292 ; 06293 ; Modifies the Display List to show and hide title, headers, and the Control 06294 ; Panel Display. 06295 ; 06296 ; INPUT 06297 ; 06298 ; A = Number of bytes to copy into the Display List 06299 ; X = Offset into Display List DSPLST ($0280) 06300 ; Y = Offset into Display List fragment table DLSTFRAG ($BA62). If Y = $80 06301 ; then no bytes are copied but the specified locations of the Display List 06302 ; are overwritten with Display List instruction $0D (one row of 06303 ; GRAPHICS7). 06304 ; 06305 ; Used values are: 06306 ; 06307 ; A X Y 06308 ; $08 $5F $00 -> Show Control Panel Display (bottom text window) 06309 ; $08 $5F $80 -> Hide Control Panel Display (bottom text window) 06310 ; $07 $0F $23 -> Show title line 06311 ; $07 $0F $80 -> Hide title line 06312 ; $08 $02 $1B -> Show Display List header line of Front view 06313 ; $08 $02 $13 -> Show Display List header line of Aft view 06314 ; $08 $02 $0B -> Show Display List header line of Long-Range Scan view 06315 ; $08 $02 $08 -> Show Display List header line of Galactic Chart view 06316 =006A 06317 L.NUMBYTES = $6A ; Number of bytes to copy 06318 ADF1 78 06319 MODDLST SEI ; Disable IRQ ADF2 856A 06320 STA L.NUMBYTES ; Save number of bytes to copy 06321 ADF4 AD0BD4 06322 LOOP043 LDA VCOUNT ; Wait for ANTIC line counter >= 124 (PLAYFIELD... ADF7 C97C 06323 CMP #124 ; ...bottom) before changing the Display List ADF9 90F9 06324 BCC LOOP043 ; 06325 ADFB B962BA 06326 LOOP044 LDA DLSTFRAG,Y ; Load byte from Display List fragment table ADFE C8 06327 INY ; ADFF 1002 06328 BPL SKIP123 ; Skip if fragment table index < $80 AE01 A90D 06329 LDA #$0D ; Prep Display List instruction $0D (GRAPHICS7) AE03 9D8002 06330 SKIP123 STA DSPLST,X ; Store byte in Display List AE06 E8 06331 INX ; AE07 C66A 06332 DEC L.NUMBYTES ; AE09 D0F0 06333 BNE LOOP044 ; Copy next byte 06334 AE0B 58 06335 CLI ; Enable IRQ AE0C 60 06336 RTS ; Return 06337 06338 ;******************************************************************************* 06339 ;* * 06340 ;* CLRPLAYFIELD * 06341 ;* * 06342 ;* Clear PLAYFIELD memory * 06343 ;* * 06344 ;******************************************************************************* 06345 06346 ; DESCRIPTION 06347 ; 06348 ; Clears PLAYFIELD memory from $1000 to $1FFF. 06349 ; 06350 ; This subroutine sets the start address of the memory to be cleared then code 06351 ; execution continues into subroutine CLRMEM ($AE0F) where the memory is 06352 ; actually cleared. 06353 AE0D A910 06354 CLRPLAYFIELD LDA #$10 06355 06356 ;******************************************************************************* 06357 ;* * 06358 ;* CLRMEM * 06359 ;* * 06360 ;* Clear memory * 06361 ;* * 06362 ;******************************************************************************* 06363 06364 ; DESCRIPTION 06365 ; 06366 ; Clears memory from a given start address to memory address $1FFF. This 06367 ; subroutine is called in the following situations: 06368 ; 06369 ; (1) In routine INITCOLD ($A14A) at the beginning of the program to initialize 06370 ; the program's variables 06371 ; 06372 ; (2) In subroutine CLRPLAYFIELD ($AE0D) to clear PLAYFIELD memory. 06373 ; 06374 ; As a side effect this subroutine also clears the saved number of space objects 06375 ; and the lock-on flag. 06376 ; 06377 ; INPUT 06378 ; 06379 ; A = Start address (high byte) of memory to be cleared. Used values are: 06380 ; $02 -> Clear memory $0200..$1FFF during program initialization 06381 ; $10 -> Clear PLAYFIELD memory $1000..$1FFF 06382 AE0F 8569 06383 CLRMEM STA MEMPTR+1 ; Store start address (high byte) to be cleared AE11 A900 06384 LDA #0 ; Store start address (low byte) to be cleared AE13 A8 06385 TAY ; AE14 8568 06386 STA MEMPTR ; 06387 AE16 85A3 06388 STA ISINLOCKON ; Clear lock-on flag AE18 857A 06389 STA OLDMAXSPCOBJIND ; Clear saved number of space objects 06390 AE1A 9168 06391 LOOP045 STA (MEMPTR),Y ; Clear memory location AE1C C8 06392 INY ; AE1D D0FB 06393 BNE LOOP045 ; 06394 AE1F E669 06395 INC MEMPTR+1 ; Next page (= 256-byte block) AE21 A469 06396 LDY MEMPTR+1 ; AE23 C020 06397 CPY #$20 ; AE25 A8 06398 TAY ; AE26 90F2 06399 BCC LOOP045 ; Loop until memory address $2000 reached AE28 60 06400 RTS ; Return 06401 06402 ;******************************************************************************* 06403 ;* * 06404 ;* TRIGGER * 06405 ;* * 06406 ;* Handle joystick trigger * 06407 ;* * 06408 ;******************************************************************************* 06409 06410 ; DESCRIPTION 06411 ; 06412 ; This subroutine handles the joystick trigger and launches one of our 06413 ; starship's photon torpedo. If a target is in full lock-on then a second photon 06414 ; torpedo is prepared for automatic launch in the next game loop iteration. 06415 ; 06416 ; DETAILS 06417 ; 06418 ; If the trigger is pressed then reset the idle counter and, if not in 06419 ; hyperwarp, launch a photon torpedo with the following steps: 06420 ; 06421 ; (1) If the trigger was pressed in this game loop iteration, a photon torpedo 06422 ; will be launched if a previously launched photon torpedo is already under 06423 ; way for at least 255 - 232 = 23 game loop iterations. This avoids firing 06424 ; photon torpedoes too rapidly. 06425 ; 06426 ; (2) Start tracking a space object. If it is in full lock-on, set up the 06427 ; lock-on timer, activate photon torpedo tracking, and tweak the last saved 06428 ; trigger state such that our other photon torpedo (if available) is 06429 ; launched automatically in the next game loop iteration. 06430 ; 06431 ; (3) If the Photon Torpedoes are destroyed, do nothing. 06432 ; 06433 ; (4) If the Photon Torpedoes are damaged, launch a photon torpedo from the 06434 ; same barrel than the previous one. 06435 ; 06436 ; (5) If the Photon Torpedoes are not damaged, launch a photon torpedo from the 06437 ; other barrel. 06438 ; 06439 ; (6) Set the lifetime of our starship's photon torpedo to infinite, set the 06440 ; PLAYER shape to PHOTON TORPEDO. 06441 ; 06442 ; (7) Initialize the position vector of our starship's photon torpedo to: 06443 ; 06444 ; x-coordinate := +256 (+$0100) (Right barrel) 06445 ; -256 (-$FF00) (Left barrel) 06446 ; y-coordinate := -256 (-$FF00) 06447 ; z-coordinate := +1 (+$0001) 06448 ; 06449 ; (8) Initialize the velocity vector of our starship's photon torpedo to: 06450 ; 06451 ; x-velocity := +0 06452 ; y-velocity := +0 06453 ; z-velocity := +102 (All views but Aft view) 06454 ; -102 (Aft view) 06455 ; 06456 ; (9) Subtract 10 energy units for launching our starship's photon torpedo. 06457 ; 06458 ; (10) Play the noise sound pattern PHOTON TORPEDO LAUNCHED by continuing code 06459 ; execution into subroutine NOISE ($AEA8). 06460 AE29 A584 06461 TRIGGER LDA OLDTRIG0 ; Prep last trigger state 06462 AE2B AC10D0 06463 LDY TRIG0 ; Copy current trigger state AE2E 8484 06464 STY OLDTRIG0 ; AE30 D00E 06465 BNE SKIP124 ; Return if trigger currently not pressed 06466 AE32 8466 06467 STY IDLECNTHI ; Reset idle counter 06468 AE34 A6C0 06469 LDX WARPSTATE ; Return if hyperwarp engaged AE36 D008 06470 BNE SKIP124 ; 06471 AE38 A687 06472 LDX BARRELNR ; Prep barrel number (0 -> left, 1 -> right) 06473 AE3A C901 06474 CMP #1 ; If trigger is newly pressed -> handle tracking... AE3C F003 06475 BEQ SKIP125 ; ...and launch our starship's photon torpedo... AE3E B018 06476 BCS SKIP127 ; ...else launch our starship's photon torpedo only AE40 60 06477 SKIP124 RTS ; Return 06478 06479 ;*** Set up our starship's photon torpedo tracking ***************************** AE41 B5EC 06480 SKIP125 LDA PL3LIFE,X ; Return if torpedo's lifetime >= 232 game loops AE43 C9E8 06481 CMP #232 ; AE45 B0F9 06482 BCS SKIP124 ; 06483 AE47 AC5C09 06484 LDY TRACKDIGIT ; Store index of tracked space object AE4A 8489 06485 STY PLTRACKED ; 06486 AE4C A90C 06487 LDA #12 ; Prep lock-on lifetime := 12 game loops AE4E A4A3 06488 LDY ISINLOCKON ; If target is in full lock-on... AE50 8486 06489 STY ISTRACKING ; ...activate photon torpedo tracking 06490 AE52 F002 06491 BEQ SKIP126 ; Skip if target not in full lock-on AE54 A900 06492 LDA #0 ; Prep lock-on lifetime := 0 game loops AE56 8588 06493 SKIP126 STA LOCKONLIFE ; Store lock-on lifetime (either 0 or 12 game loops) 06494 06495 ;*** Launch our starship's photon torpedo ************************************** AE58 8484 06496 SKIP127 STY OLDTRIG0 ; Update last trigger state AE5A 2C9209 06497 BIT GCSTATPHO ; Return if Photon Torpedoes are destroyed AE5D 70E1 06498 BVS SKIP124 ; 06499 AE5F 3005 06500 BMI SKIP128 ; If Photon Torpedoes damaged launch from same barrel AE61 8A 06501 TXA ; ...else switch barrel from which to launch torpedo AE62 4901 06502 EOR #$01 ; AE64 8587 06503 STA BARRELNR ; 06504 AE66 8A 06505 SKIP128 TXA ; SUMMARY: Our starship's photon torpedo's... AE67 9DE109 06506 STA PL3XPOSSIGN,X ; x-coordinate := +256 (+$0100) (right barrel) AE6A BD73BF 06507 LDA BARRELXTAB,X ; x-coordinate := -256 (-$FF00) (left barrel) AE6D 9D740A 06508 STA PL3XPOSHI,X ; y-coordinate := -256 (-$FF00) AE70 A9FF 06509 LDA #255 ; z-coordinate := +1 (+$0001) AE72 95EC 06510 STA PL3LIFE,X ; ...lifetime := 255 game loops AE74 9DA50A 06511 STA PL3YPOSHI,X ; AE77 A900 06512 LDA #0 ; AE79 9D8F0C 06513 STA PL3SHAPTYPE,X ; PLAYER3 or PLAYER4 is PHOTON TORPEDO (shape type 0) AE7C 9D430A 06514 STA PL3ZPOSHI,X ; AE7F 9D070B 06515 STA PL3XPOSLO,X ; AE82 9D120A 06516 STA PL3YPOSSIGN,X ; AE85 9D380B 06517 STA PL3YPOSLO,X ; AE88 A901 06518 LDA #1 ; AE8A 9DB009 06519 STA PL3ZPOSSIGN,X ; AE8D 9DD60A 06520 STA PL3ZPOSLO,X ; 06521 AE90 A5D0 06522 LDA SHIPVIEW ; SUMMARY: Our starship's photon torpedo's... AE92 4A 06523 LSR A ; x-velocity := +0 AE93 6A 06524 ROR A ; y-velocity := +0 AE94 0966 06525 ORA #102 ; z-velocity := +102 (Other views) AE96 9D690B 06526 STA PL3ZVEL,X ; z-velocity := -102 (Aft view) AE99 A900 06527 LDA #0 ; AE9B 9D9A0B 06528 STA PL3XVEL,X ; AE9E 9DCB0B 06529 STA PL3YVEL,X ; 06530 AEA1 A202 06531 LDX #2 ; ENERGY := ENERGY - 10 for launching photon torpedo AEA3 206FB8 06532 JSR DECENERGY ; 06533 AEA6 A200 06534 LDX #$00 ; Play noise sound pattern PHOTON TORPEDO LAUNCHED 06535 06536 ;******************************************************************************* 06537 ;* * 06538 ;* NOISE * 06539 ;* * 06540 ;* Copy noise sound pattern * 06541 ;* * 06542 ;******************************************************************************* 06543 06544 ; DESCRIPTION 06545 ; 06546 ; Copies a 10-byte noise sound pattern from table NOISEPATTAB ($BF20). The first 06547 ; 8 bytes are copied to the noise sound pattern area NOISETORPTIM 06548 ; ($DA)..NOISELIFE ($E1), the remaining 2 bytes are copied to audio registers 06549 ; AUDCTL ($D208) and AUDF3 ($D204). The noise sound pattern is automatically 06550 ; played in subroutine SOUND ($B2AB). 06551 ; 06552 ; NOTE: the first 8 bytes of each pattern in table NOISEPATTAB ($BF20) are 06553 ; copied in reverse order from memory. See subroutine SOUND ($B2AB) for details 06554 ; on the noise sound patterns stored in NOISEPATTAB ($BF20). 06555 ; 06556 ; Playing a SHIELD EXPLOSION or ZYLON EXPLOSION noise sound pattern overrides a 06557 ; currently playing PHOTON TORPEDO LAUNCHED noise sound pattern. 06558 ; 06559 ; Playing a PHOTON TORPEDO LAUNCHED noise sound pattern overrides a currently 06560 ; playing PHOTON TORPEDO LAUNCHED noise sound pattern if the latter has < 24 06561 ; TICKs to play. 06562 ; 06563 ; INPUT 06564 ; 06565 ; X = Offset into table NOISEPATTAB ($BF20) to index noise sound patterns. 06566 ; Used values are: 06567 ; $00 -> PHOTON TORPEDO LAUNCHED 06568 ; $0A -> SHIELD EXPLOSION (either our starship or a starbase explodes) 06569 ; $14 -> ZYLON EXPLOSION 06570 AEA8 8A 06571 NOISE TXA ; Skip if SHIELD EXPLOSION or ZYLON EXPLOSION playing AEA9 D006 06572 BNE SKIP129 ; 06573 AEAB A5E1 06574 LDA NOISELIFE ; Return if PHOTON TORPEDO LAUNCHED noise sound pat. AEAD C918 06575 CMP #24 ; ...playing for yet more than 24 TICKs AEAF B018 06576 BCS SKIP130 ; 06577 AEB1 A007 06578 SKIP129 LDY #7 ; Copy noise sound pattern (in reverse order) AEB3 BD20BF 06579 LOOP046 LDA NOISEPATTAB,X ; AEB6 99DA00 06580 STA NOISETORPTIM,Y ; AEB9 E8 06581 INX ; AEBA 88 06582 DEY ; AEBB 10F6 06583 BPL LOOP046 ; 06584 AEBD BD20BF 06585 LDA NOISEPATTAB,X ; Copy AUDCTL from noise sound pattern table AEC0 8D08D2 06586 STA AUDCTL ; AEC3 BD21BF 06587 LDA NOISEPATTAB+1,X ; Copy AUDF3 from noise sound pattern table AEC6 8D04D2 06588 STA AUDF3 ; 06589 AEC9 60 06590 SKIP130 RTS ; Return 06591 06592 ;******************************************************************************* 06593 ;* * 06594 ;* HOMINGVEL * 06595 ;* * 06596 ;* Calculate homing velocity of our starship's photon torpedo 0 or 1 * 06597 ;* * 06598 ;******************************************************************************* 06599 06600 ; DESCRIPTION 06601 ; 06602 ; Calculates the x (or y) velocity vector component of our starship's photon 06603 ; torpedo 0 or 1 when it is tracking (homing in on) a target space object. 06604 ; 06605 ; Our starship's photon torpedo's x (or y) velocity vector component depends on 06606 ; the PLAYER column (or row) number difference between the target PLAYER and our 06607 ; starship's photon torpedo PLAYER in Player/Missile (PM) pixels. This 06608 ; difference is used as an index to pick the new x (or y) velocity vector 06609 ; component of out starship's photon torpedo from table HOMVELTAB ($BFC9): 06610 ; 06611 ; +---------------+--------------+ 06612 ; | Difference in | New Velocity | 06613 ; | PM Pixels | Component | 06614 ; +---------------+--------------+ 06615 ; | >= +7 | -64 | 06616 ; | +6 | -56 | 06617 ; | +5 | -48 | 06618 ; | +4 | -40 | 06619 ; | +3 | -24 | 06620 ; | +2 | -16 | 06621 ; | +1 | -8 | 06622 ; | 0 | 0 | 06623 ; | -1 | +8 | 06624 ; | -2 | +16 | 06625 ; | -3 | +24 | 06626 ; | -4 | +40 | 06627 ; | -5 | +48 | 06628 ; | -6 | +56 | 06629 ; | <= -7 | +64 | 06630 ; +---------------+--------------+ 06631 ; 06632 ; INPUT 06633 ; 06634 ; A = PLAYER column (or row) number difference between the target PLAYER 06635 ; and our starship's photon torpedo PLAYER in Player/Missile pixels 06636 ; 06637 ; CARRY = Sign of the PLAYER column (or row) number difference. Used values 06638 ; are: 06639 ; 0 -> Negative difference (target PLAYER column (or row) number < our 06640 ; starship's photon torpedo PLAYER column (or row) number 06641 ; 1 -> Positive difference (target PLAYER column (or row) number >= our 06642 ; starship's photon torpedo PLAYER column (or row) number 06643 ; 06644 ; OUTPUT 06645 ; 06646 ; A = New velocity vector component of our starship's photon torpedo in 06647 =006A 06648 L.VELSIGN = $6A ; Saves velocity sign 06649 AECA A080 06650 HOMINGVEL LDY #NEG ; Preload negative velocity sign AECC B004 06651 BCS SKIP131 ; Skip if difference is positive 06652 AECE 49FF 06653 EOR #$FF ; Invert to get absolute value of difference AED0 A000 06654 LDY #0 ; Preload positive velocity sign 06655 AED2 846A 06656 SKIP131 STY L.VELSIGN ; Save velocity sign AED4 C908 06657 CMP #8 ; AED6 9002 06658 BCC SKIP132 ; AED8 A907 06659 LDA #7 ; Limit difference to 0..7 AEDA A8 06660 SKIP132 TAY ; AEDB A56A 06661 LDA L.VELSIGN ; Reload velocity sign AEDD 19C9BF 06662 ORA HOMVELTAB,Y ; Combine with homing velocity from table AEE0 60 06663 RTS ; Return 06664 06665 ;******************************************************************************* 06666 ;* * 06667 ;* DAMAGE * 06668 ;* * 06669 ;* Damage or destroy one of our starship's subsystems * 06670 ;* * 06671 ;******************************************************************************* 06672 06673 ; DESCRIPTION 06674 ; 06675 ; Damages or destroys one of our starship's subsystems. There are 6 subsystems: 06676 ; 06677 ; (1) Photon Torpedoes 06678 ; (2) Engines 06679 ; (3) Shields 06680 ; (4) Attack Computer 06681 ; (5) Long-Range Scan 06682 ; (6) Subspace Radio 06683 ; 06684 ; Their status is stored and displayed in the Galactic Chart Panel Display by 06685 ; the colored letters PESCLR. The color of each letter represents the 06686 ; subsystem's status: 06687 ; 06688 ; +---------------+------------------+ 06689 ; | Letter Color | Subsystem Status | 06690 ; +---------------+------------------+ 06691 ; | {LIGHT GREEN} | OK | 06692 ; | {CORN YELLOW} | Damaged | 06693 ; | {PINK} | Destroyed | 06694 ; +---------------+------------------+ 06695 ; 06696 ; This subroutine first makes sure that we are not in demo mode. Then it picks a 06697 ; random value in 0..255 and the damage probability value. The latter value 06698 ; depends on the mission level and is picked from table DAMAGEPROBTAB ($BF10): 06699 ; 06700 ; +-----------+-------------------+---------------+ 06701 ; | Mission | Damage | Damage | 06702 ; | Level | Probability Value | Probability | 06703 ; +-----------+-------------------+---------------+ 06704 ; | NOVICE | 0 | 0% ( 0:256) | 06705 ; | PILOT | 80 | 31% ( 80:256) | 06706 ; | WARRIOR | 180 | 70% (180:256) | 06707 ; | COMMANDER | 254 | 99% (254:256) | 06708 ; +-----------+-------------------+---------------+ 06709 ; 06710 ; If the random number is lower than the damage probability value, a randomly 06711 ; picked subsystem is about to get damaged (or destroyed). There is a built-in 06712 ; upfront probability of 25% (2:8) that no subsystem gets harmed. 06713 ; 06714 ; If the picked subsystem is already destroyed then another subsystem is picked. 06715 ; 06716 ; Then the title phrase offset is picked from table DAMAGEPHRTAB ($BF14) to 06717 ; display the damaged subsystem in the title line. Next, color bits are picked 06718 ; that indicate a damaged system. 06719 ; 06720 ; If the Zylon photon torpedo's lifetime >= 30 game loop iterations the 06721 ; subsystem will not only be damaged but destroyed. 06722 ; 06723 ; NOTE: The Zylon photon torpedo lifetime decreases from 62 to 0 game loop 06724 ; iterations. With a remaining lifetime >= 30 game loop iterations it is 06725 ; considered strong enough to destroy one of our starship's subsystems. There 06726 ; are two exceptions to this rule: If the Attack Computer was picked to be 06727 ; destroyed it will be damaged only - not destroyed - if the Long-Range Scan has 06728 ; been already destroyed, and vice versa. 06729 ; 06730 ; Then the title phrase offset from table DESTROYPHRTAB ($BF1A) is picked to 06731 ; display the destroyed subsystem in the title line. Next, color bits are picked 06732 ; that indicate a destroyed system. 06733 ; 06734 ; The color of the subsystem's status letter is adjusted in the Galactic Chart 06735 ; Panel Display. Next, the title phrase describing the subsystem's status is 06736 ; enqueued for display in the title line. If the Attack Computer has been 06737 ; destroyed it is switched off and the PLAYFIELD is cleared. The title line is 06738 ; updated with the "DAMAGE CONTROL" message. Finally, the beeper sound pattern 06739 ; DAMAGE REPORT is played in subroutine BEEP ($B3A6). 06740 AEE1 2464 06741 DAMAGE BIT ISDEMOMODE ; Return if in demo mode AEE3 3057 06742 BMI SKIP137 ; 06743 06744 ;*** Damage some subsystem ***************************************************** AEE5 A662 06745 LDX MISSIONLEVEL ; Prep mission level AEE7 AD0AD2 06746 LOOP047 LDA RANDOM ; Return if random number >= damage probability AEEA DD10BF 06747 CMP DAMAGEPROBTAB,X ; ...(the latter depends on mission level) AEED B04D 06748 BCS SKIP137 ; 06749 AEEF 2907 06750 AND #$07 ; Randomly pick 1 of 6 subsystems AEF1 C906 06751 CMP #6 ; Return if no subsystem picked AEF3 B047 06752 BCS SKIP137 ; 06753 AEF5 AA 06754 TAX ; AEF6 BD9209 06755 LDA GCSTATPHO,X ; Get picked subsystem status letter AEF9 0A 06756 ASL A ; Check bit B6 (= destroyed) of letter code AEFA 30EB 06757 BMI LOOP047 ; Try again if subsystem already destroyed 06758 AEFC A5EB 06759 LDA PL2LIFE ; Load Zylon photon torpedo lifetime... AEFE C91E 06760 CMP #30 ; ...and compare it to 30 game loops 06761 AF00 A980 06762 LDA #CCS.COL2 ; Preload COLOR2 text color bits (= damaged status) AF02 BC14BF 06763 LDY DAMAGEPHRTAB,X ; Preload title phrase offset of damaged subsystem 06764 AF05 9017 06765 BCC SKIP135 ; Skip if Zylon torpedo lifetime < 30 game loops 06766 AF07 E003 06767 CPX #3 ; Skip if selected subsystem not Attack Computer AF09 D005 06768 BNE SKIP133 ; AF0B 2C9609 06769 BIT GCSTATLRS ; Skip if Long-Range Scan already destroyed AF0E 700E 06770 BVS SKIP135 ; AF10 E004 06771 SKIP133 CPX #4 ; Skip if selected subsystem is not Long-Range Scan AF12 D005 06772 BNE SKIP134 ; AF14 2C9509 06773 BIT GCSTATCOM ; Skip if Attack Computer already destroyed AF17 7005 06774 BVS SKIP135 ; 06775 AF19 A9C0 06776 SKIP134 LDA #CCS.COL3 ; Preload COLOR3 text color bits (= destroyed status) AF1B BC1ABF 06777 LDY DESTROYPHRTAB,X ; Preload title phrase offset of destroyed subsystem 06778 AF1E 1D9209 06779 SKIP135 ORA GCSTATPHO,X ; Combine status letter with new color AF21 9D9209 06780 STA GCSTATPHO,X ; AF24 8465 06781 STY NEWTITLEPHR ; Enqueue damage status title phrase AF26 2C9509 06782 BIT GCSTATCOM ; Skip if Attack Computer OK or damaged AF29 5007 06783 BVC SKIP136 ; 06784 AF2B A900 06785 LDA #0 ; Switch Attack Computer off AF2D 857E 06786 STA DRAINATTCOMP ; AF2F 200DAE 06787 JSR CLRPLAYFIELD ; Clear PLAYFIELD 06788 AF32 A052 06789 SKIP136 LDY #$52 ; Set title phrase "DAMAGE CONTROL..." AF34 2023B2 06790 JSR SETTITLE ; 06791 AF37 A212 06792 LDX #$12 ; Play beeper sound pattern DAMAGE REPORT AF39 20A6B3 06793 JSR BEEP ; 06794 AF3C 60 06795 SKIP137 RTS ; Return 06796 06797 ;******************************************************************************* 06798 ;* * 06799 ;* COLLISION * 06800 ;* * 06801 ;* Detect a collision of our starship's photon torpedoes * 06802 ;* * 06803 ;******************************************************************************* 06804 06805 ; DESCRIPTION 06806 ; 06807 ; Both of our starship's photon torpedoes are checked if they have collided with 06808 ; a space object represented by PLAYER0..2, such as a Zylon ship, a Zylon photon 06809 ; torpedo, a starbase, or a meteor. 06810 ; 06811 ; For quick lookup, the following table lists the PLAYERs and what space objects 06812 ; they represent: 06813 ; 06814 ; +--------+--------------------------------------------------+ 06815 ; | PLAYER | Represents | 06816 ; +--------+--------------------------------------------------+ 06817 ; | 0 | Zylon ship 0, Starbase Left | 06818 ; | 1 | Zylon ship 1, Starbase Right | 06819 ; | 2 | Zylon photon torpedo, Starbase Center, Meteor | 06820 ; | 3 | Our starship's photon torpedo 0 | 06821 ; | 4 | Our starship's photon torpedo 1, Transfer Vessel | 06822 ; +--------+--------------------------------------------------+ 06823 ; 06824 ; NOTE: Only space objects represented by PLAYER0..2 are checked for collisions. 06825 ; The transfer vessel of the starbase, represented by PLAYER4, is not checked 06826 ; and therefore cannot be destroyed by one of our starship's photon torpedoes. 06827 ; 06828 ; This subroutine first checks if our starship's photon torpedoes are 06829 ; represented by alive PLAYERs with PHOTON TORPEDO shape. 06830 ; 06831 ; In order to detect a collision with a space object, our starship's photon 06832 ; torpedo must compare its x, y, and z coordinates with the ones of the space 06833 ; object. 06834 ; 06835 ; Instead of comparing the x and y coordinates, however, this subroutines uses a 06836 ; much more efficient method by inspecting the Player/Missile collision 06837 ; registers, as the x and y axis of the 3D coordinate system establish the plane 06838 ; in which the TV screen lies. Each of our starship's photon torpedoes has its 06839 ; own Player/Missile collision register: PL3HIT ($82) for our starship's photon 06840 ; torpedo 0 and PL4HIT ($83) for our starship's photon torpedo 1. By inspecting 06841 ; these registers the hit space object is determined: 06842 ; 06843 ; +---------------------------------------------------+-------------------------+ 06844 ; | Bits B2..0 of Collision Register | Hit PLAYER | 06845 ; | (0 -> Not Hit, 1 -> Hit) | | 06846 ; +-----------------+----------------+----------------+ | 06847 ; | PLAYER2 | PLAYER1 | PLAYER0 | | 06848 ; | (Zylon torpedo) | (Zylon ship 1) | (Zylon ship 0) | | 06849 ; +-----------------+----------------+----------------+-------------------------+ 06850 ; | 0 | 0 | 0 | None | 06851 ; | 0 | 0 | 1 | PLAYER0 (Zylon ship 0) | 06852 ; | 0 | 1 | 0 | PLAYER1 (Zylon ship 1) | 06853 ; | 0 | 1 | 1 | PLAYER1 (Zylon ship 1) | 06854 ; | 1 | 0 | 0 | PLAYER2 (Zylon torpedo) | 06855 ; | 1 | 0 | 1 | PLAYER2 (Zylon torpedo) | 06856 ; | 1 | 1 | 0 | PLAYER1 (Zylon ship 1) | 06857 ; | 1 | 1 | 1 | PLAYER1 (Zylon ship 1) | 06858 ; +-----------------+----------------+----------------+-------------------------+ 06859 ; 06860 ; If the lifetime of the hit space object has already expired, then the hit is 06861 ; ignored. 06862 ; 06863 ; A collision along the z-axis happens if the z-coordinate of our starship's 06864 ; photon torpedo is close enough to the z-coordinate of the space object: 06865 ; 06866 ; The absolute value of the z-coordinate of the space object is converted into a 06867 ; range index in 0..7. This index picks a minimum and a maximum z-coordinate 06868 ; from tables HITMINZTAB ($BF7D) and HITMAXZTAB ($BF75). If the absolute value 06869 ; of the z-coordinate of our starship's photon torpedo is inside this interval, 06870 ; then our starship's photon torpedo has hit the space object. The following 06871 ; table lists the relevant values: 06872 ; 06873 ; +-----------------------+-------+--------------------------+--------------------------+ 06874 ; | ABS(z-Coordinate) | Range | Min ABS(z-Coordinate) | Max ABS(z-Coordinate) | 06875 ; | of Space Object | Index | of Photon Torpedo to Hit | of Photon Torpedo to Hit | 06876 ; +-----------------------+-------+--------------------------+--------------------------+ 06877 ; | <= 511 ($01**) | 0 | 0 ($00**) | < 3328 ($0C**) | 06878 ; | <= 1023 ($03**) | 1 | 0 ($00**) | < 3328 ($0C**) | 06879 ; | <= 1535 ($05**) | 2 | 0 ($00**) | < 3328 ($0C**) | 06880 ; | <= 2047 ($07**) | 3 | 512 ($02**) | < 3328 ($0C**) | 06881 ; | <= 2559 ($09**) | 4 | 1024 ($04**) | < 3840 ($0E**) | 06882 ; | <= 3071 ($0B**) | 5 | 1536 ($06**) | < 3840 ($0E**) | 06883 ; | <= 3583 ($0D**) | 6 | 2048 ($08**) | < 3840 ($0E**) | 06884 ; | <= 65535 ($FF**) | 7 | 3072 ($0C**) | < 8448 ($20**) | 06885 ; +-----------------------+-------+--------------------------+--------------------------+ 06886 ; 06887 ; if a collision has been detected, the "age" (= initial lifetime - remaining 06888 ; lifetime) of our starship's photon torpedo is calculated. This age is used to 06889 ; delay playing the ZYLON EXPLOSION noise sound pattern but also to determine 06890 ; the strength of our starship's photon torpedo. Only photon torpedoes of an age 06891 ; < 15 game loop iterations can destroy a Zylon basestar. 06892 ; 06893 ; Some clean-up work is done before the actual explosion: The lock-on timer, our 06894 ; starship's photon torpedo lifetime, and the hit space object's PLAYER lifetime 06895 ; is set to 0. 06896 ; 06897 ; If a meteor or a Zylon photon torpedo have been hit, then the score is not 06898 ; changed, skipping right to the explosion part. Otherwise, our starship's 06899 ; photon torpedo tracking flag is cleared and the Galactic Chart Map is updated. 06900 ; If a starbase was destroyed, then 3 points are added to the score. If a Zylon 06901 ; ship was destroyed, then 6 points are added to the score and the Zylon KILL 06902 ; COUNTER readout of the Control Panel Display is incremented. Next, the 06903 ; explosion is initialized in subroutine INITEXPL ($AC6B). 06904 ; 06905 ; NOTE: This subroutine lacks proper explosion initialization if the starbase 06906 ; was hit. The actual explosion initialization is done in subroutine DOCKING 06907 ; ($ACE6) when the code finds out that the starbase sector is no more marked as 06908 ; such in the Galactic Chart. 06909 ; 06910 ; Finally, the Galactic Chart Map is searched for a remaining Zylon unit. If 06911 ; none is found then the mission is complete and code execution continues into 06912 ; subroutine GAMEOVER2 ($B121), ending the game. 06913 =006B 06914 L.PLHIT = $6B ; Saves PLAYER (and space object) index of hit PLAYER =006C 06915 L.VIEWDIR = $6C ; Saves view direction. Used values are: 06916 ; $00 -> Front view 06917 ; $FF -> Aft view 06918 AF3D A202 06919 COLLISION LDX #2 ; Loop over our starship's two photon torpedoes AF3F CA 06920 LOOP048 DEX ; AF40 1001 06921 BPL SKIP138 ; Branch into loop body below AF42 60 06922 RTS ; Return 06923 06924 ;*** Photon torpedo sanity checks ********************************************** AF43 BD8F0C 06925 SKIP138 LDA PL3SHAPTYPE,X ; Next photon torpedo if PLAYER not a PHOTON TORPEDO AF46 D0F7 06926 BNE LOOP048 ; 06927 AF48 B5EC 06928 LDA PL3LIFE,X ; Next photon torpedo if PLAYER not alive AF4A F0F3 06929 BEQ LOOP048 ; 06930 06931 ;*** Check if our starship's photon torpedo has hit in x-y plane *************** AF4C B582 06932 LDA PL3HIT,X ; Check Player/Missile collision register AF4E 2907 06933 AND #$07 ; Next torpedo if no torpedo-to-PLAYER collision AF50 F0ED 06934 BEQ LOOP048 ; 06935 AF52 4A 06936 LSR A ; Find out which of PLAYER0..2 was hit in PLAYFIELD AF53 C903 06937 CMP #3 ; AF55 D001 06938 BNE SKIP139 ; AF57 4A 06939 LSR A ; AF58 A8 06940 SKIP139 TAY ; Save resulting index of hit PLAYER 06941 AF59 B9E900 06942 LDA PL0LIFE,Y ; Next torpedo if PLAYER0..2 (= targets) not alive AF5C F0E1 06943 BEQ LOOP048 ; 06944 06945 ;*** Has our starship's photon torpedo hit within valid z-coordinate interval? * AF5E A5D0 06946 LDA SHIPVIEW ; Skip if in Front view AF60 F002 06947 BEQ SKIP140 ; AF62 A9FF 06948 LDA #$FF ; Calculate range index... AF64 856C 06949 SKIP140 STA L.VIEWDIR ; Saves view direction AF66 59400A 06950 EOR ZPOSHI,Y ; Calc ABS(z-coordinate (high byte)) of hit object AF69 C910 06951 CMP #16 ; Limit range index to 0..7 AF6B 9002 06952 BCC SKIP141 ; AF6D A90F 06953 LDA #15 ; AF6F 4A 06954 SKIP141 LSR A ; AF70 846B 06955 STY L.PLHIT ; Save index of hit PLAYER 06956 AF72 A8 06957 TAY ; AF73 A56C 06958 LDA L.VIEWDIR ; Reload view direction AF75 5D430A 06959 EOR PL3ZPOSHI,X ; Calc ABS(z-coordinate (high byte)) of torpedo 06960 AF78 D975BF 06961 CMP HITMAXZTAB,Y ; Next torpedo if torpedo >= max hit z-coordinate AF7B B0C2 06962 BCS LOOP048 ; 06963 AF7D D97DBF 06964 CMP HITMINZTAB,Y ; Next torpedo if torpedo < min hit z-coordinate AF80 90BD 06965 BCC LOOP048 ; 06966 06967 ;*** Our starship's photon torpedo has hit within valid z-coordinate interval! * AF82 A46B 06968 LDY L.PLHIT ; Reload index of hit PLAYER AF84 38 06969 SEC ; Calc "age" of photon torpedo in game loops to... AF85 A9FF 06970 LDA #255 ; delay playing ZYLON EXPLOSION noise sound pattern AF87 F5EC 06971 SBC PL3LIFE,X ; AF89 85E2 06972 STA NOISEZYLONTIM ; 06973 AF8B C90F 06974 CMP #15 ; Skip if photon torpedo "age" < 15 AF8D 9005 06975 BCC SKIP142 ; AF8F B98C0C 06976 LDA PL0SHAPTYPE,Y ; CARRY := PLAYER is ZYLON BASESTAR (shape type 8) AF92 C980 06977 CMP #SHAP.ZBASESTAR ; (and torpedo "age" good to destroy ZYLON BASESTAR) 06978 06979 ;*** Clean up our starship's photon torpedo and hit PLAYER ********************* AF94 A900 06980 SKIP142 LDA #0 ; Lock-on lifetime := 0 game loops AF96 8588 06981 STA LOCKONLIFE ; AF98 95EC 06982 STA PL3LIFE,X ; Photon torpedo's lifetime := 0 game loops AF9A B04B 06983 BCS SKIP144 ; If CARRY set do not score, just do explosion 06984 AF9C 99E900 06985 STA PL0LIFE,Y ; Hit PLAYER lifetime := 0 game loops 06986 AF9F B98C0C 06987 LDA PL0SHAPTYPE,Y ; If hit PLAYER is... AFA2 F043 06988 BEQ SKIP144 ; ...a PHOTON TORPEDO (shape type 0)... AFA4 C960 06989 CMP #SHAP.METEOR ; ...or a METEOR (shape type 6)... AFA6 F03F 06990 BEQ SKIP144 ; ...do not score, just do explosion 06991 AFA8 A900 06992 LDA #0 ; Clear photon torpedo tracking flag AFAA 8586 06993 STA ISTRACKING ; 06994 06995 ;*** Zylon ship (or starbase) destroyed! *************************************** AFAC A690 06996 LDX CURRSECTOR ; Decrement Zylon count on Galactic Chart AFAE DEC908 06997 DEC GCMEMMAP,X ; AFB1 1013 06998 BPL SKIP143 ; Skip if destroyed space object was Zylon ship 06999 07000 ;*** Starbase destroyed! ******************************************************* AFB3 A900 07001 LDA #0 ; Remove destroyed starbase from Galactic Chart AFB5 9DC908 07002 STA GCMEMMAP,X ; AFB8 38 07003 SEC ; SCORE := SCORE - 3 for destroying starbase AFB9 A5CB 07004 LDA SCORE ; AFBB E903 07005 SBC #3 ; AFBD 85CB 07006 STA SCORE ; AFBF A5CC 07007 LDA SCORE+1 ; AFC1 E900 07008 SBC #0 ; AFC3 85CC 07009 STA SCORE+1 ; AFC5 60 07010 RTS ; Return 07011 07012 ;*** Zylon ship destroyed! ***************************************************** AFC6 18 07013 SKIP143 CLC ; SCORE := SCORE + 6 for destroying Zylon ship AFC7 A5CB 07014 LDA SCORE ; AFC9 6906 07015 ADC #6 ; AFCB 85CB 07016 STA SCORE ; AFCD A5CC 07017 LDA SCORE+1 ; AFCF 6900 07018 ADC #0 ; AFD1 85CC 07019 STA SCORE+1 ; 07020 AFD3 A201 07021 LDX #1 ; Increment Zylon KILL COUNTER readout... AFD5 FE5009 07022 LOOP049 INC KILLCNTD1,X ; ...of Control Panel Display AFD8 BD5009 07023 LDA KILLCNTD1,X ; AFDB C94A 07024 CMP #[CCS.COL1!CCS.9]+1 ; AFDD 9008 07025 BCC SKIP144 ; AFDF A940 07026 LDA #[CCS.COL1!CCS.0] ; AFE1 9D5009 07027 STA KILLCNTD1,X ; AFE4 CA 07028 DEX ; AFE5 10EE 07029 BPL LOOP049 ; 07030 AFE7 206BAC 07031 SKIP144 JSR INITEXPL ; Init explosion at hit PLAYER 07032 07033 ;*** Any Zylon ships left? ***************************************************** AFEA A27F 07034 LDX #127 ; Scan all sectors of Galactic Chart AFEC BDC908 07035 LOOP050 LDA GCMEMMAP,X ; AFEF 3002 07036 BMI SKIP145 ; AFF1 D00A 07037 BNE SKIP146 ; Return if Zylon sector found AFF3 CA 07038 SKIP145 DEX ; AFF4 10F6 07039 BPL LOOP050 ; 07040 07041 ;*** Game over (Mission Complete) ********************************************** AFF6 A03F 07042 LDY #$3F ; Set title phrase "MISSION COMPLETE" AFF8 A200 07043 LDX #0 ; Set mission bonus offset AFFA 2021B1 07044 JSR GAMEOVER2 ; Game over AFFD 60 07045 SKIP146 RTS ; Return 07046 07047 ;******************************************************************************* 07048 ;* * 07049 ;* KEYBOARD * 07050 ;* * 07051 ;* Handle Keyboard Input * 07052 ;* * 07053 ;******************************************************************************* 07054 07055 ; DESCRIPTION 07056 ; 07057 ; If a keyboard code has been collected during a keyboard IRQ in the Immediate 07058 ; Interrupt Request handler IRQHNDLR ($A751), the idle counter is reset and the 07059 ; PLAYER-PLAYFIELD priority arranges the PLAYERs in front of the PLAYFIELD. 07060 ; Then, the keyboard code is compared with keyboard codes of table KEYTAB 07061 ; ($BABE). If no match is found the "WHAT'S WRONG" message is displayed in the 07062 ; title line and code execution returns. 07063 ; 07064 ; If one of the speed keys '0'..'9' has been pressed, a pending hyperwarp is 07065 ; aborted in subroutine ABORTWARP ($A980) and code execution returns. Otherwise 07066 ; the Engines drain rate is adjusted as well as the new velocity of our 07067 ; starship. If the Engines are damaged, a maximum speed is possible equivalent 07068 ; to speed key '5'. 07069 ; 07070 ; If one of our starship's view keys 'F' (Front), 'A' (Aft), 'G' (Galactic 07071 ; Chart), or 'L' (Long-Range Scan) have been pressed, the Display List is 07072 ; modified accordingly in subroutine MODDLST ($ADF1) and a new star field of 12 07073 ; stars is created with the help of subroutine INITPOSVEC ($B764). Code 07074 ; execution returns via subroutine UPDSCREEN ($B07B). 07075 ; 07076 ; If one of the 'T' (Tracking Computer), 'S' (Shields) or 'C' (Attack Computer) 07077 ; keys have been pressed, the corresponding status bits are toggled and the 07078 ; title line is updated with the corresponding title phrase. The beeper sound 07079 ; pattern ACKNOWLEDGE is played in subroutine BEEP ($B3A6). The tracking letter 07080 ; of the Control Panel Display is updated and the PLAYFIELD is cleared in 07081 ; subroutine CLRPLAYFIELD ($AE0D). If the Attack Computer is on, the Front or 07082 ; Aft view cross hairs are drawn, depending on the current view of our starship, 07083 ; via subroutine DRAWLINES ($A76F). 07084 ; 07085 ; If the 'H' (Hyperwarp) key has been pressed then the hyperwarp is engaged. Our 07086 ; starship's velocity is set to the maximum value, the Engines drain rate is 07087 ; increased to the equivalent of speed key '7'. Star trails are prepared. The 07088 ; position vector of the Hyperwarp Target Marker (PLAYER3) is set to the 07089 ; following values: 07090 ; 07091 ; x-coordinate := +0 (+$0000) 07092 ; y-coordinate := +256 (+$0100) 07093 ; z-coordinate := + (+$****) (sign only) 07094 ; 07095 ; The velocity vector is set to the following values: 07096 ; 07097 ; x-velocity := (not initialized) 07098 ; y-velocity := (not initialized) 07099 ; z-velocity := +0 07100 ; 07101 ; The temporary arrival hyperwarp marker column and row numbers are saved. If 07102 ; not in a NOVICE mission, the maximum veer-off velocity of the Hyperwarp Target 07103 ; Marker during hyperwarp is picked from table VEERMASKTAB ($BED7). This value 07104 ; depends on the selected hyperwarp energy (and thus on the distance to 07105 ; hyperwarp). Finally, the title line displays the "HYPERWARP ENGAGED" message. 07106 ; 07107 ; If the 'M' (Manual target selector) key has been pressed, the tracked target 07108 ; space object is swapped and the corresponding digit of the Control Panel 07109 ; Display is toggled between 0 and 1. 07110 ; 07111 ; If the 'P' (Pause) key has been pressed, an endless loop waits until the 07112 ; joystick is pushed. 07113 ; 07114 ; BUG (at $B103): The endless loop branches back one instruction too far. 07115 ; Suggested fix: Branch to instruction LDA PORTA at $B0FE. 07116 ; 07117 ; If the 'INV' (Abort mission) key has been pressed, the mission is aborted by 07118 ; setting the mission bonus offset, then displaying the "MISSION ABORTED" 07119 ; message in the title line. Code execution continues into subroutine GAMEOVER 07120 ; ($B10A). 07121 ; 07122 ; NOTE: This subroutine has two additional entry points: 07123 ; 07124 ; (1) SETVIEW ($B045), which is used to enforce the Front view. It is entered 07125 ; from the game loop GAMELOOP ($A1F3) and subroutines INITSTART ($A15E) and 07126 ; DECENERGY ($B86F). 07127 ; 07128 ; (2) UPDSCREEN ($B07B), which draws the cross hairs, the Attack Computer 07129 ; Display and sets the tracking letter of the Control Panel Display. It is 07130 ; entered from subroutine DOCKING ($ACE6). 07131 =006A 07132 L.KEYCODE = $6A ; Saves pressed keyboard code 07133 AFFE A5CA 07134 KEYBOARD LDA KEYCODE ; Return if no keyboard code collected B000 F03E 07135 BEQ SKIP150 ; 07136 B002 A214 07137 LDX #20 ; Prep keyboard code table loop index B004 856A 07138 STA L.KEYCODE ; Save keyboard code 07139 B006 A900 07140 LDA #0 ; Reset idle counter B008 8566 07141 STA IDLECNTHI ; B00A 85CA 07142 STA KEYCODE ; Clear keyboard code 07143 B00C A911 07144 LDA #$11 ; GTIA: enable PLAYER4, prio: PLs > PFs > BGR B00E 8D1BD0 07145 STA PRIOR ; (PLAYERs appear behind cross hairs) 07146 07147 ;*** Search keyboard code in lookup table ************************************** 07148 B011 BDBEBA 07149 LOOP051 LDA KEYTAB,X ; Loop over all valid keyboard codes B014 C56A 07150 CMP L.KEYCODE ; B016 F008 07151 BEQ SKIP147 ; Branch if matching entry found B018 CA 07152 DEX ; B019 10F6 07153 BPL LOOP051 ; Next keyboard code 07154 B01B A010 07155 LDY #$10 ; No match found... B01D 4C23B2 07156 JMP SETTITLE ; ...set title phrase "WHATS WRONG?" and return 07157 07158 ;*** Handle '0'..'9' keyboard keys (speed) ************************************* B020 E00A 07159 SKIP147 CPX #10 ; Skip section if keyboard code does not match B022 B01D 07160 BCS SKIP151 ; 07161 B024 A5C0 07162 LDA WARPSTATE ; Skip if hyperwarp disengaged... B026 F003 07163 BEQ SKIP148 ; B028 4C80A9 07164 JMP ABORTWARP ; ...else abort hyperwarp 07165 B02B 2C9309 07166 SKIP148 BIT GCSTATENG ; Skip if Engines are OK or destroyed B02E 5006 07167 BVC SKIP149 ; B030 E006 07168 CPX #6 ; Allow max velocity equivalent to speed key '5' B032 9002 07169 BCC SKIP149 ; B034 A205 07170 LDX #5 ; 07171 B036 BDD3BA 07172 SKIP149 LDA DRAINRATETAB,X ; Set Engines energy drain rate B039 8580 07173 STA DRAINENGINES ; B03B BDB4BA 07174 LDA VELOCITYTAB,X ; Set new velocity B03E 8571 07175 STA NEWVELOCITY ; B040 60 07176 SKIP150 RTS ; Return 07177 07178 ;*** Handle 'F', 'A', 'L', 'G' keyboard keys (our starship's views) ************ B041 E00E 07179 SKIP151 CPX #14 ; Skip section if keyboard code does not match B043 B01B 07180 BCS SKIP152 ; 07181 07182 ;*** Entry to force Front view after program init and failed missions ********** B045 BD18BE 07183 SETVIEW LDA VIEWMODETAB-10,X ; Store our starship's view type B048 85D0 07184 STA SHIPVIEW ; 07185 B04A BC82BA 07186 LDY DLSTFRAGOFFTAB-10,X ; Get DL fragment offset (Front, Aft, LRS, GC) B04D A202 07187 LDX #$02 ; Switch to corresponding view B04F A908 07188 LDA #$08 ; B051 20F1AD 07189 JSR MODDLST ; 07190 B054 A210 07191 LDX #NUMSPCOBJ.NORM-1 ; Create new star field of 12 stars B056 2064B7 07192 LOOP052 JSR INITPOSVEC ; B059 CA 07193 DEX ; B05A E005 07194 CPX #NUMSPCOBJ.PL ; B05C B0F8 07195 BCS LOOP052 ; 07196 B05E 901B 07197 BCC UPDSCREEN ; Return via updating screen (below) 07198 07199 ;*** Handle 'T', 'S', 'C' keyboard keys (Tracking, Shields, Attack Computer) *** B060 E011 07200 SKIP152 CPX #17 ; Skip section if keyboard code does not match B062 B035 07201 BCS SKIP156 ; 07202 B064 BC18BE 07203 LDY MSGOFFTAB-14,X ; Prep title phrase offset "... OFF" B067 B56E 07204 LDA ISTRACKCOMPON-14,X ; Toggle status bits (also energy consumption values) B069 5D1BBE 07205 EOR MSGBITTAB-14,X ; B06C 956E 07206 STA ISTRACKCOMPON-14,X ; B06E F003 07207 BEQ SKIP153 ; B070 BC1EBE 07208 LDY MSGONTAB-14,X ; Prep title phrase offset "... ON" B073 2023B2 07209 SKIP153 JSR SETTITLE ; Set title phrase to "... ON" or "... OFF" version 07210 B076 A20C 07211 LDX #$0C ; Play beeper sound pattern ACKNOWLEDGE B078 20A6B3 07212 JSR BEEP ; 07213 07214 ;*** Update PLAYFIELD (Cross hairs, Attack Computer, set tracking letter) ****** B07B A216 07215 UPDSCREEN LDX #CCS.T ; Get custom char 'T' (entry point TRANSFER COMPLETE) B07D A47C 07216 LDY ISTRACKCOMPON ; B07F F001 07217 BEQ SKIP154 ; Skip if Tracking Computer is on 07218 B081 E8 07219 INX ; Get custom char 'C' 07220 B082 8E5A09 07221 SKIP154 STX TRACKC1 ; Store tracking character in Control Panel Display B085 200DAE 07222 JSR CLRPLAYFIELD ; Clear PLAYFIELD B088 A57E 07223 LDA DRAINATTCOMP ; Return if Attack Computer off B08A F0B4 07224 BEQ SKIP150 ; 07225 B08C A6D0 07226 LDX SHIPVIEW ; If Aft view -> Draw Aft cross hairs and return B08E F006 07227 BEQ SKIP155 ; If Front view -> Draw Front cross hairs and ... B090 E001 07228 CPX #$01 ; ...Attack Computer and return B092 D0AC 07229 BNE SKIP150 ; B094 A22A 07230 LDX #$2A ; B096 4C6FA7 07231 SKIP155 JMP DRAWLINES ; 07232 07233 ;*** Handle 'H' keyboard key (Hyperwarp) *************************************** B099 E011 07234 SKIP156 CPX #17 ; Skip if keyboard code does not match B09B D050 07235 BNE SKIP158 ; 07236 07237 ;*** Engage Hyperwarp ********************************************************** B09D A5C0 07238 LDA WARPSTATE ; Return if hyperwarp engaged B09F D05A 07239 BNE SKIP159 ; 07240 B0A1 A97F 07241 LDA #$7F ; Engage hyperwarp B0A3 85C0 07242 STA WARPSTATE ; B0A5 A9FF 07243 LDA #255 ; Set new velocity B0A7 8571 07244 STA NEWVELOCITY ; B0A9 A91E 07245 LDA #30 ; Set Engines energy drain rate (= speed key '7') B0AB 8580 07246 STA DRAINENGINES ; 07247 B0AD A930 07248 LDA #NUMSPCOBJ.ALL-1 ; Set space obj index of first star of star trail B0AF 85C3 07249 STA TRAILIND ; B0B1 A900 07250 LDA #0 ; Clear star trail delay B0B3 85C2 07251 STA TRAILDELAY ; 07252 B0B5 8D740A 07253 STA PL3XPOSHI ; Init position vector and velocity vector of... B0B8 8D070B 07254 STA PL3XPOSLO ; ... Hyperwarp Target Marker (PLAYER3): B0BB 8D380B 07255 STA PL3YPOSLO ; x-coordinate := +0 (+$0000) B0BE 8D690B 07256 STA PL3ZVEL ; y-coordinate := +256 (+$0100) B0C1 A901 07257 LDA #1 ; z-coordinate := + (+$****) (sign only) B0C3 8DB009 07258 STA PL3ZPOSSIGN ; z-velocity := +0 B0C6 8DE109 07259 STA PL3XPOSSIGN ; B0C9 8D120A 07260 STA PL3YPOSSIGN ; B0CC 8DA50A 07261 STA PL3YPOSHI ; 07262 B0CF A58F 07263 LDA WARPARRVCOLUMN ; Store temp arrival hyperwarp marker column number B0D1 85C4 07264 STA WARPTEMPCOLUMN ; B0D3 A58E 07265 LDA WARPARRVROW ; Store temp arrival hyperwarp marker row number B0D5 85C5 07266 STA WARPTEMPROW ; 07267 B0D7 A562 07268 LDA MISSIONLEVEL ; Skip if NOVICE mission B0D9 F00B 07269 BEQ SKIP157 ; 07270 B0DB A591 07271 LDA WARPENERGY ; Bits B0..1 of hyperwarp energy index a table... B0DD 2A 07272 ROL A ; ...containing the maximum value of how much the... B0DE 2A 07273 ROL A ; ...Hyperwarp Target Marker will veer off during... B0DF 2A 07274 ROL A ; ...hyperwarp B0E0 2903 07275 AND #$03 ; B0E2 A8 07276 TAY ; B0E3 B9D7BE 07277 LDA VEERMASKTAB,Y ; 07278 B0E6 85C6 07279 SKIP157 STA VEERMASK ; Store veer-off velocity limitation mask 07280 B0E8 A011 07281 LDY #$11 ; Set title phrase "HYPERWARP ENGAGED" and return B0EA 4C23B2 07282 JMP SETTITLE ; 07283 07284 ;*** Handle 'M' keyboard key (Manual Target Selector) key ********************** B0ED E013 07285 SKIP158 CPX #19 ; Skip if keyboard code does not match B0EF B00B 07286 BCS SKIP160 ; 07287 B0F1 AD5C09 07288 LDA TRACKDIGIT ; Toggle digit of tracked space object of... B0F4 4901 07289 EOR #$01 ; ... Control Panel Display B0F6 2901 07290 AND #$01 ; B0F8 8D5C09 07291 STA TRACKDIGIT ; B0FB 60 07292 SKIP159 RTS ; Return 07293 07294 ;*** Handle 'P' keyboard key (Pause) ******************************************* B0FC D008 07295 SKIP160 BNE SKIP161 ; Skip if keyboard code does not match 07296 B0FE AD00D3 07297 LDA PORTA ; Push joystick to resume action B101 C9FF 07298 CMP #$FF ; B103 F0F7 07299 BEQ SKIP160 ; (!) B105 60 07300 RTS ; Return 07301 07302 ;*** Handle 'INV' keyboard key (Abort Mission) ********************************* B106 A076 07303 SKIP161 LDY #$76 ; Preload title phrase "MISSION ABORTED..." B108 A204 07304 LDX #$04 ; Set mission bonus offset 07305 07306 ;******************************************************************************* 07307 ;* * 07308 ;* GAMEOVER * 07309 ;* * 07310 ;* Handle game over * 07311 ;* * 07312 ;******************************************************************************* 07313 07314 ; DESCRIPTION 07315 ; 07316 ; Handles game over, including calculating the scored rank and class. 07317 ; 07318 ; This subroutine has two entry points: 07319 ; 07320 ; (1) GAMEOVER ($B10A) is entered at the end of a failed mission (mission 07321 ; aborted, zero energy, or starship destroyed by Zylon fire). Essentially, 07322 ; our starship is shut down. Code execution continues into GAMEOVER2 07323 ; ($B121) below. 07324 ; 07325 ; (2) GAMEOVER2 ($B121) is entered at the end of a successful mission (all 07326 ; Zylon ships destroyed). It puts the program in demo mode, enqueues the 07327 ; corresponding game over message, and calculates the scored rank and 07328 ; class. 07329 ; 07330 ; The scored rank and class are based on the total score: the score 07331 ; accumulated during the game plus a mission bonus, which depends on the 07332 ; mission level and how the mission ended (mission complete, mission 07333 ; aborted, or starship destroyed by Zylon fire). The mission bonus is 07334 ; picked from table BONUSTAB ($BEDD). 07335 ; 07336 ; The scored rank index is taken from bits B8..4 of the total score and 07337 ; limited to values of 0..18. It indexes table RANKTAB ($BEE9) for the rank 07338 ; string. The rank string is displayed in subroutine SETTITLE ($B223). 07339 ; 07340 ; The scored class index is taken from bits B3..0 (for rank indices 0, 07341 ; 11..14) and computed from bits B4..1 (for rank indices 1..10 and 15..18). 07342 ; It takes values of 0..15. It indexes table CLASSTAB ($BEFC) for the class 07343 ; digit. The class digit is displayed in subroutine SETTITLE ($B223). 07344 ; 07345 ; For quick lookup, the following table lists rank and class from the total 07346 ; score. Pick the cell with the closest value <= your score then read the 07347 ; rank and class off the left and the top of the table, respectively. 07348 ; 07349 ; For example, a score of 90 results in a ranking of "Novice Class 4", a 07350 ; score of 161 results in a ranking of "Pilot Class 3". 07351 ; 07352 ; +------------------------------+---------------------------------------------------------------+ 07353 ; | Minimum Total Score | Class Index | 07354 ; | | 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15| 07355 ; +-------+----------------------+---------------------------------------------------------------+ 07356 ; | Rank | | Class | 07357 ; | Index | Rank | 5 5 5 4 4 4 4 3 3 3 2 2 2 1 1 1| 07358 ; +-------+----------------------+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+ 07359 ; | 0 | Galactic Cook | 0| 1| 2| 3| 4| 5| 6| 7| 8| 9| 10| 11| 12| 13| 14| 15| 07360 ; | 1 | Garbage Scow Captain | 16| 18| 20| 22| 24| 26| 28| 30| | | | | | | | | 07361 ; | 2 | Garbage Scow Captain | | | | | | | | | 32| 34| 36| 38| 40| 42| 44| 46| 07362 ; | 3 | Rookie | 48| 50| 52| 54| 56| 58| 60| 62| | | | | | | | | 07363 ; | 4 | Rookie | | | | | | | | | 64| 66| 68| 70| 72| 74| 76| 78| 07364 ; | 5 | Novice | 80| 82| 84| 86| 88| 90| 92| 94| | | | | | | | | 07365 ; | 6 | Novice | | | | | | | | | 96| 98|100|102|104|106|108|110| 07366 ; | 7 | Ensign |112|114|116|118|120|122|124|126| | | | | | | | | 07367 ; | 8 | Ensign | | | | | | | | |128|130|132|134|136|138|140|142| 07368 ; | 9 | Pilot |144|146|148|150|152|154|156|158| | | | | | | | | 07369 ; | 10 | Pilot | | | | | | | | |160|162|164|166|168|170|172|174| 07370 ; | 11 | Ace |176|177|178|179|180|181|182|183|184|185|186|187|188|189|190|191| 07371 ; | 12 | Lieutenant |192|193|194|195|196|197|198|199|200|201|202|203|204|205|206|207| 07372 ; | 13 | Warrior |208|209|210|211|212|213|214|215|216|217|218|219|220|221|222|223| 07373 ; | 14 | Captain |224|225|226|227|228|229|230|231|232|233|234|235|236|237|238|239| 07374 ; | 15 | Commander |240|242|244|246|248|250|252|254| | | | | | | | | 07375 ; | 16 | Commander | | | | | | | | |256|258|260|262|264|266|268|270| 07376 ; | 17 | Star Commander |272|274|276|278|280|282|284|286| | | | | | | | | 07377 ; | 18 | Star Commander | | | | | | | | |288|290|292|294|296|298|300|302| 07378 ; +-------+----------------------+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+ 07379 ; 07380 ; NOTE: This subroutine also clears the vertical and horizontal joystick 07381 ; directions. 07382 ; 07383 ; INPUT 07384 ; 07385 ; X = Offset to index table BONUSTAB ($BEDD) of mission bonus values. Used 07386 ; values are: 07387 ; $00 -> Mission complete 07388 ; $04 -> Mission was aborted due to zero energy 07389 ; $08 -> Our starship was destroyed by Zylon fire 07390 ; 07391 ; Y = Title phrase offset. Used values are: 07392 ; $3F -> "MISSION COMPLETE" 07393 ; $31 -> "MISSION ABORTED ZERO ENERGY" 07394 ; $23 -> "SHIP DESTROYED BY ZYLON FIRE" 07395 07396 ;*** Game over (Mission failed) ************************************************ B10A A900 07397 GAMEOVER LDA #0 ; B10C 85EC 07398 STA PL3LIFE ; PLAYER3 lifetime := 0 game loops B10E 85D6 07399 STA BEEPPRIORITY ; Mute beeper B110 85D1 07400 STA TITLEPHR ; Clear title line B112 858B 07401 STA REDALERTLIFE ; Red alert flash lifetime := 0 game loops B114 8D07D2 07402 STA AUDC4 ; Mute audio channel 4 B117 8571 07403 STA NEWVELOCITY ; Shut down Engines B119 8581 07404 STA SHIELDSCOLOR ; Set Shields color to {BLACK} B11B 857D 07405 STA DRAINSHIELDS ; Switch off Shields B11D 85C0 07406 STA WARPSTATE ; Disengage hyperwarp B11F 85C1 07407 STA VELOCITYHI ; Turn off hyperwarp velocity 07408 07409 ;*** Game over (Mission successful) ******************************************** B121 A9FF 07410 GAMEOVER2 LDA #$FF ; Enter demo mode B123 8564 07411 STA ISDEMOMODE ; 07412 B125 8465 07413 STY NEWTITLEPHR ; Enqueue title phrase 07414 07415 ;*** Calculate total score ***************************************************** B127 8A 07416 TXA ; B128 0562 07417 ORA MISSIONLEVEL ; B12A AA 07418 TAX ; B12B BDDDBE 07419 LDA BONUSTAB,X ; Retrieve mission bonus B12E 18 07420 CLC ; Add mission bonus and game score B12F 65CB 07421 ADC SCORE ; B131 AA 07422 TAX ; B132 A900 07423 LDA #0 ; 07424 B134 85C9 07425 STA JOYSTICKY ; Clear vertical joystick delta B136 85C8 07426 STA JOYSTICKX ; Clear horizontal joystick delta 07427 B138 65CC 07428 ADC SCORE+1 ; B13A 3025 07429 BMI SKIP165 ; Return if total score < 0 (= total score of 0) 07430 07431 ;*** Calculate scored rank ***************************************************** B13C 4A 07432 LSR A ; B13D 8A 07433 TXA ; B13E 6A 07434 ROR A ; B13F 4A 07435 LSR A ; B140 4A 07436 LSR A ; B141 4A 07437 LSR A ; Use bits B8..4 of total score as rank index B142 C913 07438 CMP #19 ; Limit scored rank index to 0..18 B144 9004 07439 BCC SKIP162 ; B146 A912 07440 LDA #18 ; B148 A20F 07441 LDX #15 ; Prep class index of 15 B14A 85CD 07442 SKIP162 STA SCOREDRANKIND ; Store scored rank index 07443 07444 ;*** Calculate scored class **************************************************** B14C A8 07445 TAY ; B14D 8A 07446 TXA ; B14E C000 07447 CPY #0 ; B150 F00B 07448 BEQ SKIP164 ; B152 C00B 07449 CPY #11 ; B154 9004 07450 BCC SKIP163 ; B156 C00F 07451 CPY #15 ; B158 9003 07452 BCC SKIP164 ; B15A 4A 07453 SKIP163 LSR A ; B15B 4908 07454 EOR #$08 ; B15D 290F 07455 SKIP164 AND #$0F ; B15F 85CE 07456 STA SCOREDCLASSIND ; Store scored class index, is 0..15 07457 B161 60 07458 SKIP165 RTS ; Return 07459 07460 ;******************************************************************************* 07461 ;* * 07462 ;* SELECTWARP * 07463 ;* * 07464 ;* Select hyperwarp arrival location on Galactic Chart * 07465 ;* * 07466 ;******************************************************************************* 07467 07468 ; DESCRIPTION 07469 ; 07470 ; This subroutine executes the following steps: 07471 ; 07472 ; (1) Check if we are in Galactic Chart view and not in hyperwarp. 07473 ; 07474 ; (2) Update the Galactic Chart in subroutine DRAWGC ($B4B9) if the Subspace 07475 ; Radio is not damaged. 07476 ; 07477 ; (3) Move the arrival hyperwarp marker (PLAYER4) across the Galactic Chart 07478 ; every other game loop iteration. The current location of our starship is 07479 ; indicated by the departure hyperwarp marker (PLAYER3). 07480 ; 07481 ; Code execution continues into subroutine CALCWARP ($B1A7) to calculate the 07482 ; required hyperwarp energy. 07483 ; 07484 ; NOTE: To calculate the horizontal position of PLAYER3..4 an offset of 61 is 07485 ; added (from left to right: 48 Player/Missile (PM) pixels to the left edge of 07486 ; the screen + 16 PM pixels to the left border of the Galactic Chart - 3 PM 07487 ; pixels relative offset of the PLAYER shape's horizontal center to its left 07488 ; edge = 61 PM pixels). 07489 ; 07490 ; NOTE: To calculate the vertical position of PLAYER3..4 an offset of 63 is 07491 ; added (from top to bottom: 8 Player/Missile (PM) pixels to the start of the 07492 ; Display List + 56 PM pixels to the first row of sectors - 1 PM pixel relative 07493 ; offset of the PLAYER shape's vertical center to its top edge (?) = 63 PM 07494 ; pixels). 07495 B162 A5C0 07496 SELECTWARP LDA WARPSTATE ; Return if hyperwarp engaged B164 D004 07497 BNE SKIP166 ; 07498 B166 A5D0 07499 LDA SHIPVIEW ; Return if not in Galactic Chart view B168 3001 07500 BMI SKIP167 ; B16A 60 07501 SKIP166 RTS ; Return 07502 B16B 2C9709 07503 SKIP167 BIT GCSTATRAD ; Skip if Subspace Radio is damaged or destroyed B16E 3003 07504 BMI SKIP168 ; 07505 B170 20B9B4 07506 JSR DRAWGC ; Redraw Galactic Chart 07507 B173 A572 07508 SKIP168 LDA COUNT8 ; Move hyperwarp markers only every other game loop B175 2901 07509 AND #$01 ; (slowing down movement of hyperwarp markers) B177 D02E 07510 BNE CALCWARP ; 07511 07512 ;*** Calc arrival hyperwarp marker column and row numbers, update PLAYER4 pos ** B179 18 07513 CLC ; B17A A58F 07514 LDA WARPARRVCOLUMN ; Load arrival hyperwarp marker column number B17C 65C8 07515 ADC JOYSTICKX ; Add joystick x-delta B17E 297F 07516 AND #$7F ; Limit value to 0..127 B180 858F 07517 STA WARPARRVCOLUMN ; Save new arrival hyperwarp marker column number B182 18 07518 CLC ; B183 693D 07519 ADC #61 ; Add offset of 61 B185 8D2E0C 07520 STA PL4COLUMN ; Store as PLAYER4 column number 07521 B188 18 07522 CLC ; B189 A58E 07523 LDA WARPARRVROW ; Load arrival hyperwarp marker row number B18B 65C9 07524 ADC JOYSTICKY ; Add joystick y-delta B18D 297F 07525 AND #$7F ; Limit value to 0..127 B18F 858E 07526 STA WARPARRVROW ; Save new arrival hyperwarp marker row number B191 18 07527 CLC ; B192 693F 07528 ADC #63 ; Add offset of 63 B194 8DFD0B 07529 STA PL4ROWNEW ; Store as PLAYER4 row number 07530 07531 ;*** Calc departure hyperwarp marker column and row numbers, update PLAYER3 pos B197 A58C 07532 LDA WARPDEPRROW ; Load departure hyperwarp marker row number B199 18 07533 CLC ; B19A 693F 07534 ADC #63 ; Add offset of 63 B19C 8DFC0B 07535 STA PL3ROWNEW ; Store as PLAYER3 row number 07536 B19F A58D 07537 LDA WARPDEPRCOLUMN ; Load departure hyperwarp marker column number B1A1 18 07538 CLC ; B1A2 693D 07539 ADC #61 ; Add offset of 61 B1A4 8D2D0C 07540 STA PL3COLUMN ; Store as PLAYER3 column number 07541 07542 ;******************************************************************************* 07543 ;* * 07544 ;* CALCWARP * 07545 ;* * 07546 ;* Calculate and display hyperwarp energy * 07547 ;* * 07548 ;******************************************************************************* 07549 07550 ; DESCRIPTION 07551 ; 07552 ; Calculates and displays the hyperwarp energy in the Galactic Chart view. 07553 ; 07554 ; This subroutine executes the following steps: 07555 ; 07556 ; (1) Determine the arrival sector from the arrival hyperwarp marker position. 07557 ; 07558 ; (2) If the Subspace Radio is not destroyed, update the target number digit of 07559 ; the Galactic Chart Panel Display. 07560 ; 07561 ; (3) Calculate the hyperwarp energy that is required to hyperwarp from the 07562 ; departure hyperwarp marker to the arrival hyperwarp marker based on the 07563 ; "block-distance": 07564 ; 07565 ; DISTANCE := DELTAC + DELTAR / 2 07566 ; 07567 ; where 07568 ; 07569 ; DELTAC := ABS(WARPARRVCOLUMN - WARPDEPRCOLUMN) 07570 ; DELTAR := ABS(WARPARRVROW - WARPDEPRROW) 07571 ; 07572 ; NOTE: Dividing DELTAR by 2 is because PLAYERs at single-line resolution 07573 ; have Player/Missile pixels that are half as high as they are wide. 07574 ; 07575 ; The hyperwarp energy, divided by 10, is the sum of a value picked from 07576 ; the hyperwarp energy table WARPENERGYTAB ($BADD) indexed by DISTANCE / 8) 07577 ; plus a remainder computed from Bits B1..0 of DISTANCE. 07578 ; 07579 ; (4) Store the hyperwarp energy value in WARPENERGY ($91). 07580 ; 07581 ; (5) Update the HYPERWARP ENERGY readout of the Galactic Chart Panel Display. 07582 =006A 07583 L.WARPARRVCOL = $6A ; Saves arrival sector column number =006A 07584 L.DIFFC = $6A ; Saves diff column value 07585 07586 ;*** Calculate arrival sector ************************************************** B1A7 A58F 07587 CALCWARP LDA WARPARRVCOLUMN ; B1A9 4A 07588 LSR A ; B1AA 4A 07589 LSR A ; B1AB 4A 07590 LSR A ; B1AC 856A 07591 STA L.WARPARRVCOL ; A := arrival sector column 0..15 B1AE A58E 07592 LDA WARPARRVROW ; B1B0 2970 07593 AND #$70 ; A := arrival sector row (0..7) * 16 B1B2 056A 07594 ORA L.WARPARRVCOL ; B1B4 8592 07595 STA ARRVSECTOR ; Save arrival sector (format %0rrrcccc) 07596 07597 ;*** Update target number digit of Galactic Chart Panel Display **************** B1B6 AA 07598 TAX ; B1B7 BDC908 07599 LDA GCMEMMAP,X ; Get number of Zylon ships in arrival sector B1BA 1002 07600 BPL SKIP169 ; Skip if no starbase in arrival sector B1BC A900 07601 LDA #0 ; Clear number of Zylon ships B1BE 0990 07602 SKIP169 ORA #CCS.COL2!ROM.0 ; Merge COLOR2 bits with number of Zylon ships B1C0 2C9709 07603 BIT GCSTATRAD ; Skip if Subspace Radio destroyed B1C3 7003 07604 BVS SKIP170 ; 07605 B1C5 8D8D09 07606 STA GCTRGCNT ; Set target number digit of Galactic Chart Panel 07607 07608 ;*** Calculate energy to hyperwarp between hyperwarp markers ******************* B1C8 38 07609 SKIP170 SEC ; A := DIFFC := ABS(WARPARRVCOLUMN - WARPDEPRCOLUMN) B1C9 A58F 07610 LDA WARPARRVCOLUMN ; (Column value difference) B1CB E58D 07611 SBC WARPDEPRCOLUMN ; B1CD B004 07612 BCS SKIP171 ; B1CF 49FF 07613 EOR #$FF ; B1D1 6901 07614 ADC #1 ; B1D3 856A 07615 SKIP171 STA L.DIFFC ; 07616 B1D5 38 07617 SEC ; A := DIFFR := ABS(WARPARRVROW - WARPDEPRROW) B1D6 A58E 07618 LDA WARPARRVROW ; (Row value difference) B1D8 E58C 07619 SBC WARPDEPRROW ; B1DA B004 07620 BCS SKIP172 ; B1DC 49FF 07621 EOR #$FF ; B1DE 6901 07622 ADC #1 ; 07623 B1E0 4A 07624 SKIP172 LSR A ; A := DISTANCE := DIFFR / 2 + DIFFC B1E1 18 07625 CLC ; B1E2 656A 07626 ADC L.DIFFC ; 07627 B1E4 A8 07628 TAY ; Save DISTANCE B1E5 4A 07629 LSR A ; Calc index into hyperwarp energy table B1E6 4A 07630 LSR A ; B1E7 4A 07631 LSR A ; B1E8 AA 07632 TAX ; 07633 B1E9 98 07634 TYA ; Load DISTANCE value B1EA 2903 07635 AND #$03 ; Get DISTANCE bits B1..0 B1EC 18 07636 CLC ; B1ED 7DDDBA 07637 ADC WARPENERGYTAB,X ; Add hyperwarp energy from table B1F0 8591 07638 STA WARPENERGY ; Save hyperwarp energy 07639 07640 ;*** Update HYPERWARP ENERGY readout of Galactic Chart Panel Display *********** B1F2 A8 07641 TAY ; Prep with hyperwarp energy value 07642 B1F3 A910 07643 LDA #ROM.0 ; Set HYPERWARP ENERGY readout digit1..3 to '0' B1F5 8D7D09 07644 STA GCWARPD1 ; B1F8 8D7E09 07645 STA GCWARPD1+1 ; B1FB 8D7F09 07646 STA GCWARPD1+2 ; 07647 B1FE A202 07648 LOOP053 LDX #2 ; Loop over HYPERWARP ENERGY readout digit3..1 B200 FE7D09 07649 LOOP054 INC GCWARPD1,X ; Increment digit value B203 BD7D09 07650 LDA GCWARPD1,X ; B206 C91A 07651 CMP #ROM.9+1 ; B208 9008 07652 BCC SKIP173 ; Skip if energy digit <= '9' 07653 B20A A910 07654 LDA #ROM.0 ; Replace energy digit with '0' B20C 9D7D09 07655 STA GCWARPD1,X ; B20F CA 07656 DEX ; B210 10EE 07657 BPL LOOP054 ; Next energy digit 07658 B212 88 07659 SKIP173 DEY ; Decrement HYPERWARP ENERGY readout value B213 D0E9 07660 BNE LOOP053 ; B215 60 07661 RTS ; Return 07662 07663 ;******************************************************************************* 07664 ;* * 07665 ;* UPDTITLE * 07666 ;* * 07667 ;* Update title line * 07668 ;* * 07669 ;******************************************************************************* 07670 07671 ; DESCRIPTION 07672 ; 07673 ; Updates the title phrase displayed in the title line. 07674 ; 07675 ; If no title phrase has been set then fetch the offset of the next ("enqueued") 07676 ; title phrase to be displayed. If one has been set then code execution 07677 ; continues into subroutine SETTITLE ($B223), otherwise code execution returns. 07678 ; 07679 ; If a title phrase has been set then decrement the lifetime of the currently 07680 ; displayed title phrase segment. If its lifetime has reached a value of 0 then 07681 ; branch to subroutine SETTITLE ($B223) to display the next segment. 07682 B216 A5D1 07683 UPDTITLE LDA TITLEPHR ; Skip if no title phrase set B218 F005 07684 BEQ SKIP175 ; 07685 B21A C6CF 07686 DEC TITLELIFE ; Decrement title phrase segment lifetime B21C F010 07687 BEQ SKIP176 ; If lifetime expired show next title segment 07688 B21E 60 07689 SKIP174 RTS ; Return 07690 B21F A465 07691 SKIP175 LDY NEWTITLEPHR ; Prep enqueued new title phrase B221 F0FB 07692 BEQ SKIP174 ; Return if not set 07693 07694 ;******************************************************************************* 07695 ;* * 07696 ;* SETTITLE * 07697 ;* * 07698 ;* Set title phrase in title line * 07699 ;* * 07700 ;******************************************************************************* 07701 07702 ; DESCRIPTION 07703 ; 07704 ; Displays a title phrase in the title line. 07705 ; 07706 ; INTRODUCTION 07707 ; 07708 ; Title phrases are picked from the title phrase table PHRASETAB ($BBAA). They 07709 ; consist of one or more phrase tokens. Each token is a byte representing a word 07710 ; in word table WORDTAB ($BC2B). Two special tokens are placeholders for the 07711 ; scored class ($FC) and scored rank ($FD) strings. 07712 ; 07713 ; A title phrase is split up into one or more title phrase segments, each 07714 ; fitting into the title line. One title phrase segment is displayed after the 07715 ; other after a delay called the "title segment lifetime". 07716 ; 07717 ; Phrase tokens, except the tokens for the scored class ($FC) and for the scored 07718 ; rank ($FD), contain the number of a word in word table WORDTAB ($BC2B) and may 07719 ; contain an end-of-segment or end-of-phrase marker bit. 07720 ; 07721 ; DETAILS 07722 ; 07723 ; The Display List is modified by subroutine MODDLST ($ADF1) to display the 07724 ; title line. Then, the title line is cleared and the words of the title phrase 07725 ; are copied into it using the passed offset into title phrase table PHRASETAB 07726 ; ($BBAA). If the offset has a value of $FF the title line is hidden in 07727 ; subroutine MODDLST ($ADF1). 07728 ; 07729 ; INPUT 07730 ; 07731 ; Y = Offset into title phrase table PHRASETAB ($BBAA). Used values are: 07732 ; $FF -> Hide title line 07733 ; else -> Offset into title phrase table PHRASETAB ($BBAA), with explicitly 07734 ; used values: 07735 ; 07736 ; $01 -> "COMPUTER ON" 07737 ; $04 -> "COMPUTER OFF" 07738 ; $07 -> "SHIELDS ON" 07739 ; $09 -> "SHIELDS OFF" 07740 ; $0B -> "COMPUTER TRACKING ON" 07741 ; $0E -> "TRACKING OFF" 07742 ; $13 -> "STARBASE SURROUNDED" 07743 ; $15 -> "STARBASE DESTROYED" 07744 ; $1F -> "DOCKING ABORTED" 07745 ; $21 -> "TRANSFER COMPLETE" 07746 ; $4A -> "NOVICE MISSION" 07747 ; $4C -> "PILOT MISSION" 07748 ; $4E -> "WARRIOR MISSION" 07749 ; $50 -> "COMMANDER MISSION" 07750 ; $52 -> "DAMAGE CONTROL..." 07751 ; $75 -> "RED ALERT" 07752 =006A 07753 L.WORD = $6A ; Saves word number of WORDTAB ($BC2A). Used values 07754 ; are $00..$3F. =006B 07755 L.COLUMNPOS = $6B ; Saves cursor column position during copying text 07756 ; into title line =006C 07757 L.TOKEN = $6C ; Saves title phrase token from PHRASETAB ($BBAA), 07758 ; contains bit-encoded information about one word in 07759 ; the title phrase: 07760 ; B7..6 = %00 -> Copy next word to title line 07761 ; B7..6 = %01 -> End-of-phrase reached, apply short 07762 ; delay, then hide title line. Title 07763 ; segment lifetime = 60 game loops. 07764 ; B7..6 = %10 -> End-of-segment reached. Title 07765 ; segment lifetime = 60 game loops 07766 ; B7..6 = %11 -> End-of-phrase reached, apply long 07767 ; delay, then hide title line. Title 07768 ; segment lifetime = 254 game loops. 07769 ; Used with title phrases 07770 ; "STARBASE SURROUNDED" 07771 ; "STARBASE DESTROYED" 07772 ; "HYPERSPACE" 07773 ; "RED ALERT" 07774 ; B5..0 -> Word number of WORDTAB ($BC2A) 07775 B223 84D1 07776 SETTITLE STY TITLEPHR ; Save title phrase offset 07777 B225 A023 07778 LDY #$23 ; Show title line B227 A20F 07779 LDX #$0F ; B229 A907 07780 LDA #$07 ; B22B 20F1AD 07781 JSR MODDLST ; 07782 07783 ;*** Init cursor column position and clear title line ************************** B22E A213 07784 SKIP176 LDX #19 ; There are 19(+1) characters to clear B230 A900 07785 LDA #0 ; B232 856B 07786 STA L.COLUMNPOS ; Init cursor column position 07787 B234 9D1F0D 07788 LOOP055 STA TITLETXT,X ; Clear character in title line B237 CA 07789 DEX ; B238 10FA 07790 BPL LOOP055 ; 07791 07792 ;*** If title phrase offset = $FF then hide title line ************************* B23A A6D1 07793 SKIP177 LDX TITLEPHR ; Load title phrase offset B23C E6D1 07794 INC TITLEPHR ; Prepare title phrase offset for next word B23E D009 07795 BNE SKIP178 ; ...skip if it turned 0 07796 B240 A20F 07797 LDX #$0F ; Remove title line and return B242 A080 07798 LDY #$80 ; B244 A907 07799 LDA #$07 ; B246 4CF1AD 07800 JMP MODDLST ; 07801 B249 BDAABB 07802 SKIP178 LDA PHRASETAB,X ; Get phrase token 07803 07804 ;*** Display scored class? ***************************************************** B24C C9FC 07805 CMP #$FC ; Skip if not "scored class" token B24E D00F 07806 BNE SKIP179 ; 07807 B250 A4CE 07808 LDY SCOREDCLASSIND ; Get scored class index, is in 0..15 B252 B9FCBE 07809 LDA CLASSTAB,Y ; Load scored class number digit B255 A66B 07810 LDX L.COLUMNPOS ; Load cursor position B257 9D1F0D 07811 STA TITLETXT,X ; Store class in title line B25A A93C 07812 LDA #60 ; Title segment lifetime := 60 game loops B25C 85CF 07813 STA TITLELIFE ; B25E 60 07814 RTS ; Return 07815 07816 ;*** Display scored rank? ****************************************************** B25F C9FD 07817 SKIP179 CMP #$FD ; Skip if not "scored rank" token B261 D005 07818 BNE SKIP180 ; 07819 B263 A4CD 07820 LDY SCOREDRANKIND ; Get scored rank index, is in 0..18 B265 B9E9BE 07821 LDA RANKTAB,Y ; Load rank word number 07822 07823 ;*** Search word of token in word table **************************************** B268 856C 07824 SKIP180 STA L.TOKEN ; Save phrase token B26A 293F 07825 AND #$3F ; Strip bits B6..7 from phrase token B26C 856A 07826 STA L.WORD ; Store word number (bits B5..0) 07827 B26E A92A 07828 LDA #<[WORDTAB-1] ; Point MEMPTR to WORDTAB-1 B270 8568 07829 STA MEMPTR ; B272 A9BC 07830 LDA #>[WORDTAB-1] ; B274 8569 07831 STA MEMPTR+1 ; 07832 B276 E668 07833 LOOP056 INC MEMPTR ; Increment MEMPTR B278 D002 07834 BNE SKIP181 ; B27A E669 07835 INC MEMPTR+1 ; 07836 B27C A000 07837 SKIP181 LDY #0 ; B27E B168 07838 LDA (MEMPTR),Y ; Load character of word B280 10F4 07839 BPL LOOP056 ; Loop until end-of-word marker (bit B7) found B282 C66A 07840 DEC L.WORD ; B284 D0F0 07841 BNE LOOP056 ; Loop until word found 07842 07843 ;*** Copy word to title line, add space **************************************** B286 293F 07844 LOOP057 AND #$3F ; Strip color bits B6..7 from character B288 49A0 07845 EOR #CCS.COL2!$20 ; Merge COLOR2 bits and convert to ATASCII B28A A66B 07846 LDX L.COLUMNPOS ; Copy character to title line B28C E66B 07847 INC L.COLUMNPOS ; Increment cursor column position B28E 9D1F0D 07848 STA TITLETXT,X ; B291 C8 07849 INY ; B292 B168 07850 LDA (MEMPTR),Y ; Load next character of word B294 10F0 07851 BPL LOOP057 ; Next character of word if no end-of-word marker B296 E66B 07852 INC L.COLUMNPOS ; Word was copied. Add space after word. 07853 07854 ;*** Decide to copy another word, etc. ***************************************** B298 A93C 07855 LDA #60 ; SUMMARY: B29A 246C 07856 BIT L.TOKEN ; If bits B7..6 of phrase token... B29C 1004 07857 BPL SKIP182 ; %00 -> Copy next word to title line B29E 5008 07858 BVC SKIP183 ; %01 -> End-of-phrase, short delay, hide title line B2A0 A9FE 07859 LDA #254 ; Title segment lifetime := 60 game loops B2A2 5096 07860 SKIP182 BVC SKIP177 ; %10 -> End-of-segment. B2A4 A0FF 07861 LDY #$FF ; Title segment lifetime := 60 game loops B2A6 84D1 07862 STY TITLEPHR ; %11 -> End-of-phrase, long delay, hide title line B2A8 85CF 07863 SKIP183 STA TITLELIFE ; Title segment lifetime := 254 game loops B2AA 60 07864 RTS ; Return 07865 07866 ;******************************************************************************* 07867 ;* * 07868 ;* SOUND * 07869 ;* * 07870 ;* Handles sound effects * 07871 ;* * 07872 ;******************************************************************************* 07873 07874 ; DESCRIPTION 07875 ; 07876 ; This subroutine handles the sound effects. It is called every vertical blank 07877 ; phase, that is, every TICK (1/60 s on an NTSC ATARI Home Computer system, 1/50 07878 ; s on a PAL ATARI Home Computer system) from the Vertical Blank Interrupt 07879 ; handler VBIHNDLR ($A6D1). 07880 ; 07881 ; The program uses all of the available 4 audio channels: Audio channels 1, 2, 07882 ; and 3 are shared among the Engines sound effects and the "noise sound 07883 ; patterns" (explosion and photon torpedo sound effects), while audio channel 4 07884 ; is used for "beeper sound patterns" (status report sound effects). The 07885 ; following sections explain the beeper sound patterns and the noise sound 07886 ; patterns: 07887 ; 07888 ; o BEEPER SOUND PATTERNS 07889 ; 07890 ; There are the following beeper sound patterns: 07891 ; 07892 ; (1) HYPERWARP TRANSIT 07893 ; (2) RED ALERT 07894 ; (3) ACKNOWLEDGE 07895 ; (4) DAMAGE REPORT 07896 ; (5) MESSAGE FROM STARBASE 07897 ; 07898 ; They are encoded in table BEEPPATTAB ($BF3E) in 6-byte long "beeper sound 07899 ; patterns". 07900 ; 07901 ; Another table, BEEPFRQTAB ($BF5C), stores the frequencies for the tones 07902 ; of each beeper sound pattern, terminated by a marker byte ($FF). 07903 ; 07904 ; BUG (at $BF5C): The pattern frequencies in table BEEPFRQTAB ($BF5C) at 07905 ; offset $00 are unused. Suggested Fix: Remove from code. 07906 ; 07907 ; Whenever the program calls subroutine BEEP ($B3A6), that subroutine sets 07908 ; up a beeper sound pattern for playing by copying 6 bytes from the pattern 07909 ; table BEEPPATTAB ($BF3E) to BEEPFRQIND ($D2)..BEEPFRQSTART ($D7). 07910 ; Subroutine SOUND ($B2AB) detects the copied beeper sound pattern and plays 07911 ; the encoded tones and pauses. 07912 ; 07913 ; The relevant variables for playing a beeper sound pattern are the 07914 ; following (see also figures at BEEPPATTAB ($BF3E)): 07915 ; 07916 ; BEEPFRQIND ($D2) = Running index into table BEEPFRQTAB ($BF5C) 07917 ; BEEPREPEAT ($D3) = Number of times that the beeper sound pattern is 07918 ; repeated - 1 07919 ; BEEPTONELIFE ($D4) = Lifetime of tone in TICKs - 1 07920 ; BEEPPAUSELIFE ($D5) = Lifetime of pause in TICKs - 1 ($FF -> No pause) 07921 ; BEEPPRIORITY ($D6) = Beeper sound pattern priority. A playing beeper 07922 ; sound pattern is stopped if a beeper sound pattern 07923 ; of higher priority is about to be played. A value 07924 ; of 0 indicates that no beeper sound pattern is 07925 ; playing at the moment. 07926 ; BEEPFRQSTART ($D7) = Index to first byte of the beeper sound pattern in 07927 ; table BEEPFRQTAB ($BF5C) 07928 ; 07929 ; BEEPLIFE ($D8) = Lifetime of the current tone or pause in TICKs 07930 ; BEEPTOGGLE ($D9) = Indicates that either a tone (0) or a pause (not 07931 ; 0) is currently playing. 07932 ; 07933 ; o NOISE SOUND PATTERNS 07934 ; 07935 ; There are the following noise sound patterns: 07936 ; 07937 ; (1) PHOTON TORPEDO LAUNCHED 07938 ; (2) SHIELD EXPLOSION 07939 ; (3) ZYLON EXPLOSION 07940 ; 07941 ; They are encoded in table NOISEPATTAB ($BF20) in 10-byte long "noise sound 07942 ; patterns". 07943 ; 07944 ; Whenever the program calls subroutine NOISE ($AEA8), that subroutine sets 07945 ; up a noise sound pattern for being played by copying 10 bytes from the 07946 ; pattern table NOISEPATTAB ($BF20) to NOISETORPTIM ($DA)..NOISELIFE ($E1) 07947 ; and hardware sound registers AUDCTL ($D208) and AUDF3 ($D204). 07948 ; 07949 ; The relevant variables for playing a noise sound pattern are the 07950 ; following: 07951 ; 07952 ; NOISETORPTIM ($DA) = Delay timer for PHOTON TORPEDO LAUNCHED noise 07953 ; sound pattern 07954 ; NOISEEXPLTIM ($DB) = Delay timer for SHIELD EXPLOSION and ZYLON 07955 ; EXPLOSION noise sound patterns 07956 ; NOISEAUDC2 ($DC) = Audio channel 1/2 control shadow register 07957 ; NOISEAUDC3 ($DD) = Audio channel 3 control shadow register 07958 ; NOISEAUDF1 ($DE) = Audio channel 1 frequency shadow register 07959 ; NOISEAUDF2 ($DF) = Audio channel 2 frequency shadow register 07960 ; NOISEFRQINC ($E0) = Audio channel 1/2 frequency increment 07961 ; NOISELIFE ($E1) = Noise sound pattern lifetime 07962 ; 07963 ; AUDCTL ($D208) = POKEY: Audio control 07964 ; AUDF3 ($D204) = POKEY: Audio channel 3 frequency audio register 07965 ; 07966 ; There are two more variables that trigger noise effects. They are not part 07967 ; of the noise sound pattern table: 07968 ; 07969 ; NOISEZYLONTIM ($E2) = Delay timer to trigger the ZYLON EXPLOSION noise 07970 ; sound pattern. It is set in subroutine COLLISION 07971 ; ($AF3D) when the impact of one of our starship's 07972 ; photon torpedoes with a target is imminent. The 07973 ; timer is decremented every TICK. When it reaches a 07974 ; value of 0 the ZYLON EXPLOSION noise sound pattern 07975 ; is played in subroutine SOUND ($B2AB). 07976 ; NOISEHITLIFE ($E3) = Lifetime of the STARSHIP EXPLOSION noise when our 07977 ; starship was destroyed by a Zylon photon torpedo. 07978 ; It is set in GAMELOOP ($A1F3) to a value of 64 07979 ; TICKs. When it reaches a value of 0 the STARSHIP 07980 ; EXPLOSION noise is played in subroutine SOUND 07981 ; ($B2AB). 07982 ; 07983 ; SUBROUTINE DETAILS 07984 ; 07985 ; This subroutine executes the following steps: 07986 ; 07987 ; (1) Play beeper sound pattern 07988 ; 07989 ; The playing of a beeper sound pattern is started, continued, or stopped. 07990 ; 07991 ; (2) Play ZYLON EXPLOSION noise sound pattern 07992 ; 07993 ; If the explosion of a target space object is imminent (subroutine 07994 ; COLLISION ($AF3D) has set NOISEZYLONTIM ($E2) to the number of game loop 07995 ; iterations that will pass until our starship's photon torpedo will hit 07996 ; the target), the timer NOISEZYLONTIM ($E2) is decremented every TICK. If 07997 ; it reaches a value of 0, then the noise sound pattern ZYLON EXPLOSION is 07998 ; played. 07999 ; 08000 ; (3) Play starship's Engines sound 08001 ; 08002 ; If the Engines are louder than the current noise sound pattern then the 08003 ; noise sound pattern is terminated and the values for the audio channels 08004 ; 1..3 are updated: 08005 ; 08006 ; The velocity of our starship determines the pitch and the volume of the 08007 ; Engines: the higher the velocity, the higher the pitch and the volume of 08008 ; the Engines. The incremented value of VELOCITYLO ($70) is used as a "base 08009 ; value" %abcdefgh. 08010 ; 08011 ; Audio channels 1 and 2 are combined to a 16-bit audio channel 1/2, 08012 ; clocked at 1.79 MHz. The inverted bits (represented by an overscore) 08013 ; B7..0 of the base value form bits B12..5 of the 16-bit frequency value of 08014 ; audio channel 1/2. Bits B7..4 of the base value form bits B3..0 of the 08015 ; volume of audio channel 1/2, with noise distortion bit B7 set: 08016 ; ________ 08017 ; AUDF1/2 ($D202..3) := %000abcdefgh00000 08018 ; AUDC2 ($D203) := %1000abcd 08019 ; 08020 ; Audio channel 3 is also clocked at 1.79 MHz. The inverted bits B7..0 of 08021 ; the base value form bits B7..0 of the frequency value of audio channel 3. 08022 ; Bits B6..4 of the base value form bits B3..0 of the volume of audio 08023 ; channel 3, with noise distortion bit B7 set: 08024 ; ________ 08025 ; AUDF3 ($D204) := %abcdefgh 08026 ; AUDC3 ($D205) := %10000bcd 08027 ; 08028 ; Code execution returns at this point. 08029 ; 08030 ; (4) Play ZYLON EXPLOSION or SHIELD EXPLOSION noise sound pattern 08031 ; 08032 ; If the ZYLON EXPLOSION or SHIELD EXPLOSION noise sound pattern was set 08033 ; up, the explosion noise timer NOISEEXPLTIM ($DB) is decremented every 08034 ; TICK. It starts either with a value of 4 TICKs with a ZYLON EXPLOSION 08035 ; noise sound pattern or with a value of 8 TICKs with a SHIELD EXPLOSION 08036 ; noise sound pattern, set up in subroutine NOISE ($AEA8). If it reaches a 08037 ; value of 0, then the shadow control register of audio channel 1/2 08038 ; switches to "noise distortion" at maximum volume. 08039 ; 08040 ; (5) Play PHOTON TORPEDO LAUNCHED noise sound pattern 08041 ; 08042 ; If the PHOTON TORPEDO LAUNCHED noise sound pattern was set up, the photon 08043 ; torpedo noise timer NOISETORPTIM ($DA) is decremented every TICK. It 08044 ; starts with a value of 8 TICKs, set in subroutine TRIGGER ($AE29). The 08045 ; noise distortion and volume for the shadow control register of audio 08046 ; channel 3 is picked from table NOISETORPVOLTAB ($BFEB), the noise 08047 ; frequency for audio channel 3 is picked from table NOISETORPFRQTAB 08048 ; ($BFF3). If the photon torpedo noise timer reaches a value of 0, then the 08049 ; shadow control registers of audio channel 1/2 switch to "tone distortion" 08050 ; at maximum volume and a frequency of $0202. 08051 ; 08052 ; NOTE: Using a real-time volume envelope stored in table NOISETORPVOLTAB 08053 ; ($BFEB) for a launched photon torpedo results in the distinctive 08054 ; "whooshing" photon torpedo sound. 08055 ; 08056 ; (6) Play STARSHIP EXPLOSION noise 08057 ; 08058 ; If our starship was hit by a Zylon photon torpedo then NOISEHITLIFE ($E3) 08059 ; was set to 64 TICKs in routine GAMELOOP ($A1F3). While this value is 08060 ; decremented every TICK, a random frequency value is stored to audio 08061 ; channel 3 and the distortion bit of the shadow control register of audio 08062 ; channel 3 is randomly toggled. 08063 ; 08064 ; (7) Increase audio channels 1/2 frequency 08065 ; 08066 ; The 16-bit frequency value of audio channels 1/2 (both shadow registers 08067 ; and audio registers) is increased every TICK by an increment picked from 08068 ; the currently playing noise sound pattern. 08069 ; 08070 ; (8) Mute audio channels gradually 08071 ; 08072 ; Toward the end of a noise sound pattern's lifetime all audio channels 08073 ; gradually mute their volume every other TICK until completely silent. 08074 08075 ;*** Play beeper sound pattern ************************************************* B2AB A5D6 08076 SOUND LDA BEEPPRIORITY ; Skip if beeper sound pattern not in use B2AD F037 08077 BEQ SKIP185 ; 08078 B2AF C6D8 08079 DEC BEEPLIFE ; Decrement beeper lifetime B2B1 1033 08080 BPL SKIP185 ; Skip if beeper lifetime still counting down 08081 B2B3 A5D9 08082 LDA BEEPTOGGLE ; Load tone/pause toggle B2B5 F00A 08083 BEQ LOOP058 ; Skip if a tone is playing or is to be played 08084 B2B7 A5D5 08085 LDA BEEPPAUSELIFE ; Load pause lifetime B2B9 3006 08086 BMI LOOP058 ; Skip if duration = $FF (no pause) B2BB 85D8 08087 STA BEEPLIFE ; Store pause lifetime as beeper lifetime B2BD A000 08088 LDY #0 ; Prep AUDC4 (zero volume) B2BF F020 08089 BEQ SKIP184 ; Skip unconditionally 08090 B2C1 A5D4 08091 LOOP058 LDA BEEPTONELIFE ; Load tone lifetime B2C3 85D8 08092 STA BEEPLIFE ; Store tone lifetime as beeper lifetime B2C5 A6D2 08093 LDX BEEPFRQIND ; Load frequency index B2C7 E6D2 08094 INC BEEPFRQIND ; Increment frequency index B2C9 BD5CBF 08095 LDA BEEPFRQTAB,X ; Store tone frequency from frequency table in AUDF4 B2CC 8D06D2 08096 STA AUDF4 ; B2CF A0A8 08097 LDY #$A8 ; Prep AUDC4 (tone distortion + medium volume) B2D1 C9FF 08098 CMP #$FF ; Skip if frequency not $FF (there are more tones) B2D3 D00C 08099 BNE SKIP184 ; 08100 B2D5 A5D7 08101 LDA BEEPFRQSTART ; Rewind pattern frequency pointer B2D7 85D2 08102 STA BEEPFRQIND ; B2D9 C6D3 08103 DEC BEEPREPEAT ; Decrement sequence counter B2DB 10E4 08104 BPL LOOP058 ; Keep playing until sequence counter < 0 08105 B2DD A000 08106 LDY #0 ; Prep AUDC4 with zero volume B2DF 84D6 08107 STY BEEPPRIORITY ; Stop playing beeper sound pattern 08108 B2E1 8C07D2 08109 SKIP184 STY AUDC4 ; Store in AUDC4 B2E4 84D9 08110 STY BEEPTOGGLE ; Store in BEEPTOGGLE 08111 08112 ;*** Play ZYLON EXPLOSION noise sound pattern ********************************** B2E6 A5E2 08113 SKIP185 LDA NOISEZYLONTIM ; Skip if ZYLON EXPLOSION timer not in use B2E8 F009 08114 BEQ SKIP186 ; 08115 B2EA C6E2 08116 DEC NOISEZYLONTIM ; Decrement ZYLON EXPLOSION timer B2EC D005 08117 BNE SKIP186 ; Skip if ZYLON EXPLOSION timer still counting down 08118 B2EE A214 08119 LDX #$14 ; Play noise sound pattern ZYLON EXPLOSION B2F0 20A8AE 08120 JSR NOISE ; 08121 08122 ;*** Play our starship's Engines sound ***************************************** B2F3 A670 08123 SKIP186 LDX VELOCITYLO ; Skip if Engines softer than noise sound pattern B2F5 8A 08124 TXA ; B2F6 4A 08125 LSR A ; B2F7 4A 08126 LSR A ; B2F8 4A 08127 LSR A ; B2F9 4A 08128 LSR A ; B2FA 4A 08129 LSR A ; B2FB C5E1 08130 CMP NOISELIFE ; B2FD 902C 08131 BCC SKIP187 ; 08132 B2FF A900 08133 LDA #0 ; Terminate noise sound pattern B301 85E1 08134 STA NOISELIFE ; 08135 B303 E8 08136 INX ; B304 8A 08137 TXA ; A := %abcdefgh = VELOCITYLO + 1 B305 49FF 08138 EOR #$FF ; ________ B307 8D04D2 08139 STA AUDF3 ; AUDF3 := %abcdefgh 08140 B30A AA 08141 TAX ; ________ B30B 0A 08142 ASL A ; AUDF2/1 := %000abcdefgh00000 B30C 0A 08143 ASL A ; B30D 0A 08144 ASL A ; B30E 0A 08145 ASL A ; B30F 0A 08146 ASL A ; B310 8D00D2 08147 STA AUDF1 ; B313 8A 08148 TXA ; B314 4A 08149 LSR A ; B315 4A 08150 LSR A ; B316 4A 08151 LSR A ; B317 8D02D2 08152 STA AUDF2 ; 08153 B31A 4A 08154 LSR A ; AUDC2 := %1000abcd B31B 498F 08155 EOR #$8F ; (noise distortion + B7..B4 bits for volume) B31D 8D03D2 08156 STA AUDC2 ; 08157 B320 2987 08158 AND #$87 ; AUDC3 := %10000bcd B322 8D05D2 08159 STA AUDC3 ; (noise distortion + B6..B4 bits for volume) 08160 B325 A970 08161 LDA #$70 ; Clock audio channel 1 and 3 @ 1.79 MHz and... B327 8D08D2 08162 STA AUDCTL ; ...combine audio channel 1/2 to 16-bit channel 08163 B32A 60 08164 RTS ; Return 08165 08166 ;*** Play ZYLON EXPLOSION or SHIELD EXPLOSION noise **************************** B32B A5DB 08167 SKIP187 LDA NOISEEXPLTIM ; Skip if explosion noise timer not in use B32D F008 08168 BEQ SKIP188 ; 08169 B32F C6DB 08170 DEC NOISEEXPLTIM ; Decrement explosion noise timer (4 or 8 TICKs long) B331 D004 08171 BNE SKIP188 ; Skip if explosion noise timer still counting down 08172 B333 A98F 08173 LDA #$8F ; Shadow register AUDC2 := (noise dist. + max volume) B335 85DC 08174 STA NOISEAUDC2 ; 08175 08176 ;*** Play PHOTON TORPEDO LAUNCHED noise sound ********************************** B337 A6DA 08177 SKIP188 LDX NOISETORPTIM ; Skip if photon torpedo noise timer not in use B339 F01C 08178 BEQ SKIP190 ; 08179 B33B C6DA 08180 DEC NOISETORPTIM ; Decrement photon torpedo noise timer (8 TICKs long) B33D D00A 08181 BNE SKIP189 ; Skip if torpedo noise timer still counting down 08182 B33F A9AF 08183 LDA #$AF ; Shadow register AUDC2 := (tone dist. + max volume) B341 85DC 08184 STA NOISEAUDC2 ; B343 A902 08185 LDA #$02 ; Set frequency $0202 to AUDF1/2's shadow... B345 85DE 08186 STA NOISEAUDF1 ; ...registers B347 85DF 08187 STA NOISEAUDF2 ; 08188 B349 BDEABF 08189 SKIP189 LDA NOISETORPVOLTAB-1,X ; Pick torpedo noise + volume shape (X in 1..8)... B34C 85DD 08190 STA NOISEAUDC3 ; ...and store it in AUDC3's shadow register B34E BDF2BF 08191 LDA NOISETORPFRQTAB-1,X ; Pick photon torpedo noise frequency (X in 1..8)... B351 8D04D2 08192 STA AUDF3 ; ...and store it in AUDF3 B354 8D09D2 08193 STA STIMER ; Reset POKEY audio timers 08194 08195 ;*** Play STARSHIP EXPLOSION noise when our starship is hit ******************** B357 A5E3 08196 SKIP190 LDA NOISEHITLIFE ; Skip if STARSHIP EXPLOSION noise not in use B359 F00E 08197 BEQ SKIP191 ; 08198 B35B C6E3 08199 DEC NOISEHITLIFE ; Decrement STARSHIP EXPLOSION noise lifetime B35D AD0AD2 08200 LDA RANDOM ; Set random frequency to AUDF3 B360 8D04D2 08201 STA AUDF3 ; B363 2920 08202 AND #$20 ; Toggle noise/tone dist. of AUDC3's shadow register B365 45DD 08203 EOR NOISEAUDC3 ; ...randomly B367 85DD 08204 STA NOISEAUDC3 ; 08205 08206 ;*** Increase 16-bit frequency of audio channels 1/2 (shadow registers also) *** B369 18 08207 SKIP191 CLC ; Increase 16-bit frequency value of AUDF1/2... B36A A5DE 08208 LDA NOISEAUDF1 ; ...and its shadow register by... B36C 65E0 08209 ADC NOISEFRQINC ; ...noise sound pattern frequency increment B36E 85DE 08210 STA NOISEAUDF1 ; AUDF1/2 := NOISEAUDF1/2 := ... B370 8D00D2 08211 STA AUDF1 ; ...NOISEAUDF1/2 + NOISEFRQINC B373 A5DF 08212 LDA NOISEAUDF2 ; B375 6900 08213 ADC #0 ; B377 85DF 08214 STA NOISEAUDF2 ; B379 8D02D2 08215 STA AUDF2 ; 08216 08217 ;*** Gradually mute audio channels while noise sound pattern expires *********** B37C A6DC 08218 LDX NOISEAUDC2 ; Prep AUDC2's shadow register value B37E A4DD 08219 LDY NOISEAUDC3 ; Prep AUDC3's shadow register value 08220 B380 A572 08221 LDA COUNT8 ; Decrement volumes every other TICK B382 4A 08222 LSR A ; B383 901A 08223 BCC SKIP193 ; 08224 B385 A5E1 08225 LDA NOISELIFE ; Skip if noise sound pattern not in use B387 F016 08226 BEQ SKIP193 ; 08227 B389 C6E1 08228 DEC NOISELIFE ; Decrement noise sound pattern lifetime 08229 B38B C911 08230 CMP #17 ; Mute noise sound pattern only in... B38D B010 08231 BCS SKIP193 ; ...the last 16 TICKs of its lifetime 08232 B38F 8A 08233 TXA ; Decrement volume of AUDC2's shadow register B390 290F 08234 AND #$0F ; B392 F003 08235 BEQ SKIP192 ; B394 CA 08236 DEX ; B395 86DC 08237 STX NOISEAUDC2 ; 08238 B397 98 08239 SKIP192 TYA ; Decrement volume of AUDC3's shadow register B398 290F 08240 AND #$0F ; B39A F003 08241 BEQ SKIP193 ; B39C 88 08242 DEY ; B39D 84DD 08243 STY NOISEAUDC3 ; 08244 B39F 8E03D2 08245 SKIP193 STX AUDC2 ; Store shadow register values to audio registers B3A2 8C05D2 08246 STY AUDC3 ; 08247 B3A5 60 08248 RTS ; Return 08249 08250 ;******************************************************************************* 08251 ;* * 08252 ;* BEEP * 08253 ;* * 08254 ;* Copy beeper sound pattern * 08255 ;* * 08256 ;******************************************************************************* 08257 08258 ; DESCRIPTION 08259 ; 08260 ; Copies a 6-byte beeper sound pattern from beeper sound pattern table 08261 ; BEEPPATTAB ($BF3E) to BEEPFRQIND ($D2)..BEEPFRQSTART ($D7), provided that no 08262 ; beeper sound pattern with higher priority is currently playing. The beeper 08263 ; sound pattern will then be automatically played in subroutine SOUND ($B2AB). 08264 ; See subroutine SOUND ($B2AB) for more information on beeper sound patterns. 08265 ; 08266 ; NOTE: The bytes from table BEEPPATTAB ($BF3E) are copied in reverse order. 08267 ; 08268 ; INPUT 08269 ; 08270 ; X = Offset to beeper sound pattern in table BEEPPATTAB ($BF3E). Used values 08271 ; are: 08272 ; $00 -> HYPERWARP TRANSIT 08273 ; $06 -> RED ALERT 08274 ; $0C -> ACKNOWLEDGE 08275 ; $12 -> DAMAGE REPORT 08276 ; $18 -> MESSAGE FROM STARBASE 08277 B3A6 BD3EBF 08278 BEEP LDA BEEPPATTAB,X ; Return if beeper sound pattern of... B3A9 C5D6 08279 CMP BEEPPRIORITY ; ...higher priority is playing B3AB 900C 08280 BCC SKIP194 ; 08281 B3AD A005 08282 LDY #5 ; Copy 6-byte beeper sound pattern (in reverse order) B3AF BD3EBF 08283 LOOP059 LDA BEEPPATTAB,X ; B3B2 99D200 08284 STA BEEPFRQIND,Y ; B3B5 E8 08285 INX ; B3B6 88 08286 DEY ; B3B7 10F6 08287 BPL LOOP059 ; 08288 B3B9 60 08289 SKIP194 RTS ; Return 08290 08291 ;******************************************************************************* 08292 ;* * 08293 ;* INITIALIZE * 08294 ;* * 08295 ;* More game initialization * 08296 ;* * 08297 ;******************************************************************************* 08298 08299 ; DESCRIPTION 08300 ; 08301 ; This subroutine executes the following initialization steps: 08302 ; 08303 ; (1) Set up Display List 08304 ; 08305 ; A Display List is created at DSPLST ($0280). It starts with 2 x 8 = 16 08306 ; blank video lines, followed by 90 GRAPHICS7 rows. After a deliberate gap 08307 ; in Display List instructions, which will be filled dynamically during the 08308 ; game by calls to subroutine MODDLST ($ADF1), it ends with a Display List 08309 ; wait-and-jump-back instruction to the start of the Display List at DSPLST 08310 ; ($0280). 08311 ; 08312 ; NOTE: The PLAYFIELD color table PFCOLORTAB ($BFA9) is copied to zero-page 08313 ; table PF0COLOR ($F2) by loop jamming. 08314 ; 08315 ; (2) Create lookup tables 08316 ; 08317 ; The first lookup table MAPTO80 ($0DE9) maps a byte value of 0..255 to 08318 ; 0..80. This table is used to map unsigned (absolute) position vector 08319 ; components (coordinates) to pixel (or PLAYER) row and column numbers. 08320 ; 08321 ; NOTE: The PLAYFIELD is 160 pixels wide. Pixel column numbers relative the 08322 ; horizontal PLAYFIELD center are in -80..79, hence the range of this 08323 ; lookup table. Pixel row numbers relative the vertical PLAYFIELD center 08324 ; are in -50..49, thus they also fit in the range of this lookup table. 08325 ; 08326 ; The second lookup table MAPTOBCD99 ($0EE9) maps a byte value of 0..255 to 08327 ; a BCD-encoded value in 00..99. This table is used to convert byte values 08328 ; into decimal 2-digit values displayed by the THETA (in "gradons"), PHI 08329 ; (in "gradons"), RANGE (in "centrons"), and VELOCITY (in "metrons per 08330 ; second") readouts of the Console Panel Display. 08331 ; 08332 ; The third and fourth lookup tables accelerate drawing of PLAYFIELD space 08333 ; objects: In combination they contain the 16-bit start addresses of each 08334 ; of the 100 rows of PLAYFIELD memory. The low bytes of the 16-bit 08335 ; addresses are stored in table PFMEMROWLO ($0800). The high bytes are 08336 ; stored in table PFMEMROWHI ($0864). 08337 ; 08338 ; NOTE: The address increment is 40 (40 bytes = 160 pixels in GRAPHICS7 08339 ; mode = 1 PLAYFIELD row of pixels). 08340 ; 08341 ; NOTE: The PLAYFIELD consists of 90 GRAPHICS7 rows when the Control Panel 08342 ; Display is displayed at the bottom. When the Control Panel Display is not 08343 ; displayed, for example in demo mode, the PLAYFIELD contains additional 08344 ; GRAPHICS7 rows. 08345 ; 08346 ; (3) Copy Control Panel Display and Galactic Chart Panel Display texts 08347 ; 08348 ; The texts of the Control Panel Display and the Galactic Chart Panel 08349 ; Display are copied to their respective locations in memory by loop 08350 ; jamming. 08351 ; 08352 ; (4) Initialize Zylon unit movement timer 08353 ; 08354 ; The timer that triggers the movement of Zylon units in the Galactic Chart 08355 ; is initialized to a value of 99. See subroutine FLUSHGAMELOOP ($B4E4) for 08356 ; more information on Zylon unit movement. 08357 ; 08358 ; (5) Create Galactic Chart 08359 ; 08360 ; The Galactic Chart memory map GCMEMMAP ($08C9) is initialized. It 08361 ; represents 16 columns x 8 rows of sectors. Each sector contains one of 08362 ; the 4 sector types stored in table SECTORTYPETAB ($BBA6) (starbase, 4 08363 ; Zylon ships, 3 Zylon ships, and 2 or 1 Zylon ships), and empty sectors. 08364 ; Before distributing the sector types, the initial position of our 08365 ; starship is blocked on the Galactic Chart at sector row 4, sector column 08366 ; 8, so that it will not be inadvertently occupied while other sector types 08367 ; are distributed. The number of each of the sector types to be distributed 08368 ; is the mission level plus 2. While Zylon units can be placed anywhere, 08369 ; starbases are placed neither at the borders of the Galactic Chart nor in 08370 ; a sector adjacent to an occupied sector. 08371 ; 08372 ; After having initialized the Galactic Chart memory map, the top border of 08373 ; the Galactic Chart is drawn with characters from the custom character 08374 ; set. 08375 ; 08376 ; Finally, the sector in which our starship is located and the arrival and 08377 ; departure hyperwarp marker column and row numbers are initialized. 08378 ; 08379 ; (6) Apply a final tweak 08380 ; 08381 ; The last entry of lookup table MAPTOBCD99 ($0EE9) is tweaked to a value 08382 ; of CCS.INF * 16 + CCS.SPC. It is used to display an infinity symbol by 08383 ; the RANGE readout of the Control Panel Display in subroutine SHOWCOORD 08384 ; ($B8A7). 08385 ; 08386 ; Code execution continues into subroutine DRAWGC ($B4B9), which draws the 08387 ; content of the Galactic Chart with characters from the custom character set. 08388 =0068 08389 L.MEMPTR1 = $68 ; 16-bit memory pointer =006A 08390 L.MEMPTR2 = $6A ; 16-bit memory pointer =006A 08391 L.SECTORTYPE = $6A ; Saves sector type. Used values are: 08392 ; $CF -> Sector contains starbase 08393 ; $04 -> Sector contains 4 Zylon ships 08394 ; $03 -> Sector contains 3 Zylon ships 08395 ; $02 -> Sector contains 2 or 1 Zylon ships =006B 08396 L.SECTORCNT = $6B ; Saves number of sectors of the current sector type 08397 08398 ;*** Initialize Display List and copy color table ****************************** B3BA A259 08399 INITIALIZE LDX #89 ; Set 89(+1) GRAPHICS7 rows from DSPLST+5 on B3BC A90D 08400 LOOP060 LDA #$0D ; Prep DL instruction $0D (one row of GRAPHICS7) B3BE 9D8502 08401 STA DSPLST+5,X ; DSPLST+5,X := one row of GRAPHICS7 B3C1 E00A 08402 CPX #10 ; B3C3 B005 08403 BCS SKIP195 ; B3C5 BDA9BF 08404 LDA PFCOLORTAB,X ; Copy PLAYFIELD color table to zero-page table B3C8 95F2 08405 STA PF0COLOR,X ; (loop jamming) B3CA CA 08406 SKIP195 DEX ; B3CB 10EF 08407 BPL LOOP060 ; 08408 B3CD A970 08409 LDA #$70 ; DSPLST := BLK8 B3CF 8D8002 08410 STA DSPLST ; DSPLST+1 := BLK8 B3D2 8D8102 08411 STA DSPLST+1 ; B3D5 A941 08412 LDA #$41 ; DSPLST+103 := WAITJMP @ DSPLST B3D7 8DE702 08413 STA DSPLST+103 ; B3DA A980 08414 LDA #DSPLST ; B3E1 8DE902 08417 STA DSPLST+105 ; 08418 08419 ;*** Calculate lookup tables *************************************************** B3E4 A200 08420 LDX #0 ; Clear both 16-bit memory pointers B3E6 8668 08421 STX L.MEMPTR1 ; B3E8 8669 08422 STX L.MEMPTR1+1 ; B3EA 866A 08423 STX L.MEMPTR2 ; B3EC 866B 08424 STX L.MEMPTR2+1 ; 08425 08426 ;*** Calc MAPTO80 map (converts value of $00..$FF to value in 0..80) *********** B3EE 18 08427 LOOP061 CLC ; B3EF A568 08428 LDA L.MEMPTR1 ; B3F1 6951 08429 ADC #81 ; B3F3 8568 08430 STA L.MEMPTR1 ; B3F5 A569 08431 LDA L.MEMPTR1+1 ; B3F7 9DE90D 08432 STA MAPTO80,X ; B3FA 6900 08433 ADC #0 ; B3FC 8569 08434 STA L.MEMPTR1+1 ; 08435 08436 ;*** Calc MAPTOBCD99 map (converts value of $00..$FF to BCD-value in 00..99) *** B3FE 18 08437 CLC ; B3FF A56A 08438 LDA L.MEMPTR2 ; B401 6964 08439 ADC #100 ; B403 856A 08440 STA L.MEMPTR2 ; B405 A56B 08441 LDA L.MEMPTR2+1 ; B407 9DE90E 08442 STA MAPTOBCD99,X ; B40A F8 08443 SED ; B40B 6900 08444 ADC #0 ; B40D D8 08445 CLD ; B40E 856B 08446 STA L.MEMPTR2+1 ; B410 E8 08447 INX ; B411 D0DB 08448 BNE LOOP061 ; 08449 08450 ;*** Calculate PLAYFIELD memory row addresses, copy Panel Display texts ******** B413 A200 08451 LDX #PFMEM ; B419 8569 08454 STA L.MEMPTR1+1 ; 08455 B41B 18 08456 LOOP062 CLC ; B41C A568 08457 LDA L.MEMPTR1 ; B41E 9D0008 08458 STA PFMEMROWLO,X ; Store 16-bit value of L.MEMPTR1 in PFMEMROWHI/LO B421 6928 08459 ADC #40 ; Add 40 to L.MEMPTR B423 8568 08460 STA L.MEMPTR1 ; (40 bytes = 160 pixels = 1 PLAYFIELD row) B425 A569 08461 LDA L.MEMPTR1+1 ; B427 9D6408 08462 STA PFMEMROWHI,X ; B42A 6900 08463 ADC #0 ; B42C 8569 08464 STA L.MEMPTR1+1 ; 08465 B42E BD42BB 08466 LDA PANELTXTTAB,X ; Copy Control and Galactic Chart Panel Display texts B431 9D4909 08467 STA PANELTXT,X ; (loop jamming) 08468 B434 E8 08469 INX ; B435 E064 08470 CPX #100 ; B437 90E2 08471 BCC LOOP062 ; Loop 100 times 08472 08473 ;*** Set Zylon unit movement timer ********************************************* B439 CA 08474 DEX ; B43A 8678 08475 STX ZYLONUNITTIM ; Init Zylon unit movement timer to 99 game loops 08476 08477 ;*** Create memory map of the Galactic Chart *********************************** B43C A203 08478 LDX #3 ; Loop over all 3(+1) sector types B43E 8E1109 08479 STX GCMEMMAP+4*16+8 ; Block our starship's initial position at center of 08480 ; ...Galactic Chart (sector row 4, sector column 8) 08481 B441 BDA6BB 08482 LOOP063 LDA SECTORTYPETAB,X ; Prep sector type B444 856A 08483 STA L.SECTORTYPE ; 08484 B446 A462 08485 LDY MISSIONLEVEL ; Number sectors of current type := mission level + 2 B448 C8 08486 INY ; B449 C8 08487 INY ; B44A 846B 08488 STY L.SECTORCNT ; 08489 B44C AD0AD2 08490 LOOP064 LDA RANDOM ; Load random sector 0..127 from GC memory map B44F 297F 08491 AND #$7F ; B451 A8 08492 TAY ; B452 B9C908 08493 LDA GCMEMMAP,Y ; B455 D0F5 08494 BNE LOOP064 ; If sector already occupied, pick another 08495 B457 A56A 08496 LDA L.SECTORTYPE ; Reload sector type B459 1021 08497 BPL SKIP196 ; Skip if sector not to be occupied by starbase 08498 B45B C010 08499 CPY #$10 ; Place starbase... B45D 90ED 08500 BCC LOOP064 ; ...not in first sector row of Galactic Chart B45F C070 08501 CPY #$70 ; B461 B0E9 08502 BCS LOOP064 ; ...not in last sector row of Galactic Chart B463 98 08503 TYA ; B464 290F 08504 AND #$0F ; B466 F0E4 08505 BEQ LOOP064 ; ...not in first sector column of Galactic Chart B468 C90F 08506 CMP #15 ; B46A F0E0 08507 BEQ LOOP064 ; ...not in last sector column of Galactic Chart B46C B9C808 08508 LDA GCMEMMAP-1,Y ; ...not east of an occupied sector B46F 19CA08 08509 ORA GCMEMMAP+1,Y ; ...not west of an occupied sector B472 19D908 08510 ORA GCMEMMAP+16,Y ; ...not south of an occupied sector B475 19B908 08511 ORA GCMEMMAP-16,Y ; ...not north of an occupied sector B478 D0D2 08512 BNE LOOP064 ; 08513 B47A A56A 08514 LDA L.SECTORTYPE ; Reload sector type 08515 B47C 99C908 08516 SKIP196 STA GCMEMMAP,Y ; Store sector type in Galactic Chart memory map B47F C66B 08517 DEC L.SECTORCNT ; B481 10C9 08518 BPL LOOP064 ; Next sector B483 CA 08519 DEX ; B484 10BB 08520 BPL LOOP063 ; Next sector type 08521 08522 ;*** Clear Galactic Chart and draw top border ********************************** B486 A2B4 08523 LDX #180 ; Clear Galactic Chart PLAYFIELD B488 A90A 08524 LOOP065 LDA #CCS.SPC ; B48A 9D340D 08525 STA GCPFMEM-1,X ; B48D CA 08526 DEX ; B48E D0F8 08527 BNE LOOP065 ; 08528 B490 A20F 08529 LDX #15 ; Draw top border (15(+1) characters) B492 A918 08530 LOOP066 LDA #CCS.BORDERS ; B494 9D370D 08531 STA GCPFMEM+2,X ; B497 CA 08532 DEX ; B498 10F8 08533 BPL LOOP066 ; 08534 B49A A91A 08535 LDA #CCS.CORNERSW ; Draw NORTHEAST corner (1 character) B49C 8D470D 08536 STA GCPFMEM+18 ; 08537 B49F A900 08538 LDA #0 ; Release starship's position at center of Galactic B4A1 8D1109 08539 STA GCMEMMAP+4*16+8 ; ...Chart (sector row 4, sector column 8) 08540 08541 ;*** Initialize current sector and hyperwarp marker column and row numbers ***** B4A4 A948 08542 LDA #$48 ; Place our starship's current sector at B4A6 8590 08543 STA CURRSECTOR ; ...sector row 4, sector column 8 B4A8 A943 08544 LDA #$43 ; Init departure & arrival hyperwarp marker column B4AA 858D 08545 STA WARPDEPRCOLUMN ; B4AC 858F 08546 STA WARPARRVCOLUMN ; B4AE A947 08547 LDA #$47 ; Init departure & arrival hyperwarp marker row B4B0 858E 08548 STA WARPARRVROW ; B4B2 858C 08549 STA WARPDEPRROW ; 08550 08551 ;*** Tweak last entry of MAPTOBCD99 ******************************************** B4B4 A9EA 08552 LDA #CCS.INF*16+CCS.SPC ; Last entry of MAPTOBCD99: 'INFINITY'+'SPACE' char B4B6 8DE80F 08553 STA MAPTOBCD99+255 ; 08554 08555 ;******************************************************************************* 08556 ;* * 08557 ;* DRAWGC * 08558 ;* * 08559 ;* Draw Galactic Chart * 08560 ;* * 08561 ;******************************************************************************* 08562 08563 ; DESCRIPTION 08564 ; 08565 ; Draws the content of the Galactic Chart memory map in GCMEMMAP ($08C9) to the 08566 ; Galactic Chart PLAYFIELD memory at GCPFMEM ($0D35). 08567 ; 08568 ; NOTE: CPU register X indexes the Galactic Chart memory map GCMEMMAP ($08C9) 08569 ; (16 x 8 bytes). CPU register Y indexes the Galactic Chart PLAYFIELD memory 08570 ; GCPFMEM ($0D35) (20 x 9 bytes). 08571 ; 08572 ; NOTE: Sectors with 1 or 2 Zylon ships display the same symbol in the Galactic 08573 ; Chart. 08574 =006A 08575 L.GCMEMMAPIND = $6A ; Saves Galactic Chart memory map index 08576 B4B9 A000 08577 DRAWGC LDY #0 ; Clear Galactic Chart PLAYFIELD memory index B4BB 846A 08578 STY L.GCMEMMAPIND ; Clear Galactic Chart memory map index 08579 B4BD A66A 08580 LOOP067 LDX L.GCMEMMAPIND ; Load sector of Galactic Chart memory map B4BF BDC908 08581 LDA GCMEMMAP,X ; B4C2 1002 08582 BPL SKIP197 ; Skip if not a starbase sector B4C4 A905 08583 LDA #5 ; Prep sector character index for starbase 08584 B4C6 AA 08585 SKIP197 TAX ; Load sector character index B4C7 BDD1BE 08586 LDA SECTORCHARTAB,X ; Load custom character set code from table... B4CA 994B0D 08587 STA GCPFMEM+22,Y ; ...and store it in Galactic Chart PLAYFIELD memory B4CD C8 08588 INY ; Increment Galactic Chart PLAYFIELD memory index B4CE E66A 08589 INC L.GCMEMMAPIND ; Increment Galactic Chart memory map index B4D0 A56A 08590 LDA L.GCMEMMAPIND ; B4D2 290F 08591 AND #$0F ; B4D4 D0E7 08592 BNE LOOP067 ; Next sector column until right border reached 08593 B4D6 A919 08594 LDA #CCS.BORDERW ; Draw right border B4D8 994B0D 08595 STA GCPFMEM+22,Y ; 08596 B4DB C8 08597 INY ; Adjust Galactic Chart PLAYFIELD memory index B4DC C8 08598 INY ; B4DD C8 08599 INY ; B4DE C8 08600 INY ; B4DF C0A0 08601 CPY #$A0 ; B4E1 90DA 08602 BCC LOOP067 ; Next sector until bottom-right sector reached 08603 B4E3 60 08604 RTS ; Return 08605 08606 ;******************************************************************************* 08607 ;* * 08608 ;* FLUSHGAMELOOP * 08609 ;* * 08610 ;* Handle remaining tasks at the end of a game loop iteration * 08611 ;* * 08612 ;******************************************************************************* 08613 08614 ; DESCRIPTION 08615 ; 08616 ; This subroutine handles at the end of a game loop iteration the following 08617 ; tasks: 08618 ; 08619 ; (1) Increment counters COUNT256 ($76) and COUNT8 ($72). 08620 ; 08621 ; (2) If our starship's energy has dropped below 1000 units then flash a {PINK} 08622 ; alert that changes to {DARK GREY BLUE} and back to {PINK} every 128 game 08623 ; loop iterations. 08624 ; 08625 ; (3) Set the Shields color and the Control Panel background color every 8 game 08626 ; loop iterations: 08627 ; 08628 ; o If the Shields are up and OK then set the Shields color to {DARK 08629 ; GREEN} and the Control Panel background color to {DARK BLUE}. 08630 ; 08631 ; o If the Shields are up and damaged there is a probability of 78% 08632 ; (200:256) that the Shield color is not changed. 08633 ; 08634 ; o If the Shields are down, damaged, or destroyed then set the Shields 08635 ; color to {BLACK}. 08636 ; 08637 ; o If the Shields are destroyed then set the Control Panel background 08638 ; color to {ORANGE}. 08639 ; 08640 ; (4) Decrement the lifetime of our starship's and Zylon photon torpedoes. 08641 ; 08642 ; (5) Decrement the lifetime of an explosion. If the explosion lifetime is less 08643 ; than 112 game loop iterations, clear HITBADNESS ($8A) (thus the explosion 08644 ; cannot destroy our starship). If the explosion lifetime is less than 24 08645 ; (?) game loops decrement the number of explosion fragments. This makes 08646 ; explosion fragments disappear gradually toward the end of an explosion. 08647 ; 08648 ; (6) Increment every 40 game loop iterations the stardate clock of the 08649 ; Galactic Chart Panel Display. 08650 ; 08651 ; (7) Move Zylon units in the Galactic Chart. 08652 ; 08653 ; Every 50 game loop iterations (or 100 game loop iterations when a 08654 ; starbase is surrounded by Zylon units) decrement the score. 08655 ; 08656 ; Code execution continues if the program is not in demo mode with the following 08657 ; steps: 08658 ; 08659 ; (1) Search the Galactic Chart for starbases surrounded by Zylon units. 08660 ; Destroy any such starbase: Replace it with a 2-Zylon sector and subtract 08661 ; 18 points from the score. If the Subspace Radio was not destroyed, then 08662 ; flash the title phrase "STARBASE DESTROYED" and play the beeper sound 08663 ; pattern MESSAGE FROM STARBASE in subroutine BEEP ($B3A6). 08664 ; 08665 ; (2) Every 8 game loop iterations the Zylon units decide, which starbase to 08666 ; hunt: First, 128 randomly picked sectors are searched for a starbase. If 08667 ; no starbase was found in this way, the sectors of the Galactic Chart are 08668 ; scanned systematically left-to-right, top-to-bottom. If a starbase was 08669 ; found then its sector, sector column, and sector row are saved, otherwise 08670 ; code execution returns. 08671 ; 08672 ; (3) Now the Zylon units converge toward the sector of the hunted starbase: 08673 ; All sectors of the Galactic Chart are scanned. For any sector with a 08674 ; Zylon unit that was not moved yet (its sector does not have the temporary 08675 ; "already-moved" bit B5 set) its movement probability value is picked from 08676 ; table MOVEPROBTAB ($BFBB): 08677 ; 08678 ; +---------------+-------------+----------------+ 08679 ; | Sector Type | Movement | Movement | 08680 ; | | Probability | Probability | 08681 ; | | Value | | 08682 ; +---------------+-------------+----------------+ 08683 ; | Empty sector | 0 | 0% ( 0:256) | 08684 ; | 1 Zylon ship | 255 | 100% (255:256) | 08685 ; | 2 Zylon ships | 255 | 100% (255:256) | 08686 ; | 3 Zylon ships | 192 | 75% (192:256) | 08687 ; | 4 Zylon ships | 32 | 13% ( 32:256) | 08688 ; +---------------+-------------+----------------+ 08689 ; 08690 ; If this value is less or equal than a random number in 0..255 then the 08691 ; Zylon unit is moved to another sector. A Zylon unit that currently 08692 ; occupies the sector of our starship is not moved. 08693 ; 08694 ; BUG (at $B620): The instruction to check the marker bit B5 of the sector 08695 ; is CPY #$0A. This works, as sectors containing Zylon units that need to 08696 ; be moved have values of 2..4, see table SECTORTYPETAB ($BBA6). Suggested 08697 ; fix: Replace CPY #$0A with CPY #$20, which may make the code clearer. 08698 ; 08699 ; (4) For every Zylon unit that is about to be moved, 9 distances ("block 08700 ; distances") between the Zylon unit and the starbase are calculated by 08701 ; tentatively moving the Zylon unit into each of its 8 adjacent sectors - 08702 ; and by moving it not at all. The sector offsets are taken from table 08703 ; COMPASSOFFTAB ($BFC0) which stores direction offsets in the following 08704 ; order: NORTH, NORTHWEST, WEST, SOUTHWEST, SOUTH, SOUTHEAST, EAST, 08705 ; NORTHEAST, CENTER. All 9 distances are stored in 9 consecutive bytes at 08706 ; NEWZYLONDIST ($96). 08707 ; 08708 ; NOTE: The last calculated distance is the current distance between Zylon 08709 ; unit and starbase. 08710 ; 08711 ; The Zylon unit moves to the first of the 8 adjacent sectors that matches 08712 ; the following conditions: 08713 ; 08714 ; (1) It is closer to the starbase than the Zylon unit's current sector. 08715 ; 08716 ; (2) It is located inside the Galactic Chart. 08717 ; 08718 ; (3) It is empty. 08719 ; 08720 ; (4) It is not the sector containing our starship. 08721 ; 08722 ; If a suitable new sector was found then the Zylon unit is moved to this 08723 ; sector, which is marked with the "already-moved" marker bit B5 in the 08724 ; Galactic Chart memory map. This marker bit prevents a Zylon unit that has 08725 ; been already moved from being moved again. The old Zylon unit sector is 08726 ; cleared. 08727 ; 08728 ; If no suitable new sector was found then the above distance calculations 08729 ; are repeated once again by adding 1 to the current distance between the 08730 ; Zylon unit and the starbase. This may provoke a Zylon unit to move that 08731 ; would not have moved in the previous set of distance calculations. 08732 ; 08733 ; After having moved all Zylon units the sectors are stripped of the 08734 ; "already-moved" marker bit B5. 08735 ; 08736 ; (5) If a starbase has been surrounded then the Zylon unit movement timer is 08737 ; reset to 99, buying our starship some time to destroy one of the 08738 ; surrounding Zylon units. If the Subspace Radio is not destroyed, then the 08739 ; message "STARBASE SURROUNDED" is flashed in the title line and the beeper 08740 ; sound pattern MESSAGE FROM STARBASE is played in subroutine BEEP ($B3A6). 08741 =006A 08742 L.ISDESTROYED = $6A ; Flags the destruction of a starbase. 08743 ; Used values are: 08744 ; $00 -> Starbase not destroyed 08745 ; $02 -> Starbase has been destroyed =006A 08746 L.NEWSECTOR = $6A ; Sector to which the Zylon unit is tentatively moved =006B 08747 L.ABSDIFFCOL = $6B ; Absolute difference between new Zylon and starbase 08748 ; column on Galactic Chart in PM pixels =006B 08749 L.LOOPCNT2 = $6B ; Loop counter. Used values are: 0..1. =006A 08750 L.DIRECTIONIND = $6A ; Compass rose direction index. 08751 ; Used values are: 0..7. 08752 08753 ;*** Increment counters and flash low-energy alert ***************************** B4E4 E676 08754 FLUSHGAMELOOP INC COUNT256 ; Increment COUNT256 counter 08755 B4E6 A290 08756 LDX #$90 ; Prep DLI background color {DARK GREY BLUE} B4E8 A576 08757 LDA COUNT256 ; B4EA 1009 08758 BPL SKIP198 ; Skip if counter < 128. 08759 B4EC AC5509 08760 LDY ENERGYD1 ; When energy drops below 1000 units... B4EF C080 08761 CPY #CCS.COL2!CCS.0 ; B4F1 D002 08762 BNE SKIP198 ; B4F3 A244 08763 LDX #$44 ; ...prep new DLI background color {PINK} 08764 B4F5 2903 08765 SKIP198 AND #$03 ; Increment COUNT8 B4F7 8572 08766 STA COUNT8 ; B4F9 D01F 08767 BNE SKIP202 ; Skip setting colors but every 8 game loops 08768 08769 ;*** Set Shields and Control Panel background color **************************** B4FB A47D 08770 LDY DRAINSHIELDS ; Skip if Shields are off B4FD F017 08771 BEQ SKIP201 ; 08772 B4FF A0A0 08773 LDY #$A0 ; Prep Shields color {DARK GREEN} B501 2C9409 08774 BIT GCSTATSHL ; Skip if Shields are OK B504 100B 08775 BPL SKIP200 ; B506 7007 08776 BVS SKIP199 ; Skip if Shields are destroyed B508 AD0AD2 08777 LDA RANDOM ; If Shields are damaged, Shields colors are... B50B C9C8 08778 CMP #200 ; ...unchanged with probability of 78% (200:256) B50D 9007 08779 BCC SKIP201 ; 08780 B50F A000 08781 SKIP199 LDY #$00 ; Prep Shields color {BLACK} B511 98 08782 SKIP200 TYA ; B512 D002 08783 BNE SKIP201 ; 08784 B514 A226 08785 LDX #$26 ; Prep Control Panel background color {ORANGE} 08786 B516 8481 08787 SKIP201 STY SHIELDSCOLOR ; Store Shields color B518 86FB 08788 STX BGRCOLORDLI ; Store Control Panel background color 08789 08790 ;*** Decrement lifetime of our starship's and Zylon photon torpedoes *********** B51A A202 08791 SKIP202 LDX #2 ; Loop over PLAYER2..4 08792 B51C BD8E0C 08793 LOOP068 LDA PL2SHAPTYPE,X ; Next PLAYER if not PHOTON TORPEDO (shape type 0) B51F D006 08794 BNE SKIP203 ; 08795 B521 B5EB 08796 LDA PL2LIFE,X ; Next PLAYER if this PLAYER not alive B523 F002 08797 BEQ SKIP203 ; 08798 B525 D6EB 08799 DEC PL2LIFE,X ; Decrement photon torpedo PLAYER lifetime 08800 B527 CA 08801 SKIP203 DEX ; B528 10F2 08802 BPL LOOP068 ; Next PLAYER 08803 08804 ;*** Decrement lifetime of explosion ******************************************* B52A A573 08805 LDA EXPLLIFE ; Skip if explosion lifetime expired B52C F016 08806 BEQ SKIP206 ; 08807 B52E C673 08808 DEC EXPLLIFE ; Decrement explosion lifetime B530 D004 08809 BNE SKIP204 ; Skip if explosion lifetime still counting 08810 B532 A211 08811 LDX #NUMSPCOBJ.NORM ; Explosion finished,... B534 8679 08812 STX MAXSPCOBJIND ; ...restore normal number of space objects 08813 B536 C970 08814 SKIP204 CMP #112 ; Skip if explosion lifetime >= 112 game loops B538 B004 08815 BCS SKIP205 ; 08816 B53A A200 08817 LDX #0 ; HITBADNESS := NO HIT B53C 868A 08818 STX HITBADNESS ; 08819 B53E C918 08820 SKIP205 CMP #24 ; Skip if explosion lifetime >= 24 game loops (?) B540 B002 08821 BCS SKIP206 ; 08822 B542 C679 08823 DEC MAXSPCOBJIND ; Decrement number of explosion fragment space objs 08824 08825 ;*** Increment stardate clock ************************************************** B544 C674 08826 SKIP206 DEC CLOCKTIM ; Decrement stardate clock timer B546 1021 08827 BPL SKIP209 ; Return if timer is still counting 08828 B548 A928 08829 LDA #40 ; Reset stardate clock timer to 40 game loops B54A 8574 08830 STA CLOCKTIM ; 08831 B54C A204 08832 LDX #4 ; Increment stardate clock of Galactic Chart Panel B54E FEA309 08833 LOOP069 INC GCSTARDAT,X ; B551 BDA309 08834 LDA GCSTARDAT,X ; B554 C9DA 08835 CMP #[CCS.COL3!ROM.9]+1 ; B556 900D 08836 BCC SKIP208 ; B558 A9D0 08837 LDA #[CCS.COL3!ROM.0] ; B55A 9DA309 08838 STA GCSTARDAT,X ; B55D E003 08839 CPX #3 ; B55F D001 08840 BNE SKIP207 ; B561 CA 08841 DEX ; B562 CA 08842 SKIP207 DEX ; B563 10E9 08843 BPL LOOP069 ; 08844 08845 ;*** Decrement Zylon unit movement timer *************************************** B565 C678 08846 SKIP208 DEC ZYLONUNITTIM ; Decrement Zylon unit movement timer B567 3001 08847 BMI SKIP210 ; If timer < 0 move Zylon units 08848 B569 60 08849 SKIP209 RTS ; Return 08850 08851 ;*** Restore Zylon unit movement timer and decrement score ********************* B56A A931 08852 SKIP210 LDA #49 ; Reset Zylon unit movement timer to 49 B56C 8578 08853 STA ZYLONUNITTIM ; 08854 B56E A5CB 08855 LDA SCORE ; SCORE := SCORE - 1 B570 D002 08856 BNE SKIP211 ; B572 C6CC 08857 DEC SCORE+1 ; B574 C6CB 08858 SKIP211 DEC SCORE ; 08859 B576 A664 08860 LDX ISDEMOMODE ; Return if in demo mode B578 D0EF 08861 BNE SKIP209 ; 08862 08863 ;*** Is starbase surrounded? *************************************************** B57A 866A 08864 STX L.ISDESTROYED ; Init L.ISDESTROYED with 0 (starbase not destroyed) B57C BDC908 08865 LOOP070 LDA GCMEMMAP,X ; Loop over all sectors, load sector type B57F 1019 08866 BPL SKIP212 ; Skip if not a starbase sector 08867 B581 20F1B7 08868 JSR ISSURROUNDED ; Skip if starbase sector not completely surrounded B584 F014 08869 BEQ SKIP212 ; 08870 08871 ;*** Starbase is surrounded, destroy starbase ********************************** B586 A902 08872 LDA #2 ; Replace starbase sector with 2-Zylon sector B588 9DC908 08873 STA GCMEMMAP,X ; B58B 856A 08874 STA L.ISDESTROYED ; Flag destruction of starbase 08875 B58D 38 08876 SEC ; SCORE := SCORE - 18 B58E A5CB 08877 LDA SCORE ; B590 E912 08878 SBC #18 ; B592 85CB 08879 STA SCORE ; B594 A5CC 08880 LDA SCORE+1 ; B596 E900 08881 SBC #0 ; B598 85CC 08882 STA SCORE+1 ; 08883 B59A E8 08884 SKIP212 INX ; B59B 10DF 08885 BPL LOOP070 ; Next sector 08886 08887 ;*** Report starbase destruction *********************************************** B59D A56A 08888 LDA L.ISDESTROYED ; Skip if no starbase has been destroyed B59F F00F 08889 BEQ SKIP213 ; 08890 B5A1 2C9709 08891 BIT GCSTATRAD ; Skip notification if Subspace Radio destroyed B5A4 700A 08892 BVS SKIP213 ; 08893 B5A6 A015 08894 LDY #$15 ; Set title phrase "STARBASE DESTROYED" B5A8 2023B2 08895 JSR SETTITLE ; 08896 B5AB A218 08897 LDX #$18 ; Play beeper sound pattern MESSAGE FROM STARBASE B5AD 20A6B3 08898 JSR BEEP ; 08899 08900 ;*** Pick new starbase to be hunted by Zylon units ***************************** B5B0 C69F 08901 SKIP213 DEC HUNTTIM ; Decrement hunting timer B5B2 3007 08902 BMI SKIP214 ; If timer < 0 decide which starbase to hunt 08903 B5B4 A693 08904 LDX HUNTSECTOR ; Skip if Zylon units already picked starbase to hunt B5B6 BDC908 08905 LDA GCMEMMAP,X ; B5B9 301F 08906 BMI SKIP215 ; 08907 B5BB A907 08908 SKIP214 LDA #7 ; Reset hunting timer B5BD 859F 08909 STA HUNTTIM ; 08910 B5BF A07F 08911 LDY #127 ; Loop over 127(+1) randomly picked sectors B5C1 AD0AD2 08912 LOOP071 LDA RANDOM ; B5C4 297F 08913 AND #$7F ; B5C6 AA 08914 TAX ; B5C7 BDC908 08915 LDA GCMEMMAP,X ; Skip if starbase sector found B5CA 300E 08916 BMI SKIP215 ; B5CC 88 08917 DEY ; B5CD 10F2 08918 BPL LOOP071 ; Next sector 08919 B5CF A27F 08920 LDX #127 ; Loop over all sectors of the Galactic Chart B5D1 BDC908 08921 LOOP072 LDA GCMEMMAP,X ; B5D4 3004 08922 BMI SKIP215 ; Skip if starbase sector found B5D6 CA 08923 DEX ; B5D7 10F8 08924 BPL LOOP072 ; Next sector 08925 B5D9 60 08926 RTS ; Return (no starbase sector found) 08927 08928 ;*** Store coordinates of starbase to be hunted ******************************** B5DA 8693 08929 SKIP215 STX HUNTSECTOR ; Store hunted starbase sector column and row B5DC 8A 08930 TXA ; B5DD 290F 08931 AND #$0F ; B5DF 8594 08932 STA HUNTSECTCOLUMN ; B5E1 8A 08933 TXA ; B5E2 4A 08934 LSR A ; B5E3 4A 08935 LSR A ; B5E4 4A 08936 LSR A ; B5E5 4A 08937 LSR A ; B5E6 8595 08938 STA HUNTSECTROW ; 08939 08940 ;*** Move all Zylon units toward hunted starbase ******************************* B5E8 A2FF 08941 LDX #$FF ; B5EA E8 08942 LOOP073 INX ; Loop over all sectors to move Zylon units B5EB 1030 08943 BPL SKIP218 ; Jump into loop body below 08944 08945 ;*** Strip marker bits from moved Zylon units ********************************** B5ED A200 08946 LDX #0 ; B5EF BDC908 08947 LOOP074 LDA GCMEMMAP,X ; Loop over all sectors B5F2 29DF 08948 AND #$DF ; B5F4 9DC908 08949 STA GCMEMMAP,X ; Strip marker bit B5 from moved Zylon units B5F7 E8 08950 INX ; B5F8 10F5 08951 BPL LOOP074 ; Next sector 08952 08953 ;*** Handle surrounded starbase ************************************************ B5FA 2C9709 08954 BIT GCSTATRAD ; Return if Subspace Radio is destroyed B5FD 701D 08955 BVS SKIP217 ; 08956 B5FF A200 08957 LDX #0 ; Loop over all sectors B601 BDC908 08958 LOOP075 LDA GCMEMMAP,X ; B604 1013 08959 BPL SKIP216 ; Skip if not a starbase sector B606 20F1B7 08960 JSR ISSURROUNDED ; Skip if starbase not surrounded B609 F00E 08961 BEQ SKIP216 ; 08962 B60B A963 08963 LDA #99 ; Yes, starbase surrounded... B60D 8578 08964 STA ZYLONUNITTIM ; ...set Zylon unit movement timer to 99 08965 B60F A013 08966 LDY #$13 ; Set title phrase "STARBASE SURROUNDED" B611 2023B2 08967 JSR SETTITLE ; 08968 B614 A218 08969 LDX #$18 ; Play beeper sound pattern MESSAGE FROM STARBASE... B616 4CA6B3 08970 JMP BEEP ; ...and return 08971 B619 E8 08972 SKIP216 INX ; B61A 10E5 08973 BPL LOOP075 ; Next sector 08974 B61C 60 08975 SKIP217 RTS ; Return 08976 08977 ;*** Move single Zylon unit **************************************************** B61D BCC908 08978 SKIP218 LDY GCMEMMAP,X ; X contains current sector B620 C00A 08979 CPY #$0A ; Next sector if it has marker bit B5 set (!) B622 B0C6 08980 BCS LOOP073 ; 08981 B624 AD0AD2 08982 LDA RANDOM ; Get random number B627 D9BBBF 08983 CMP MOVEPROBTAB,Y ; Get movement probability B62A B0BE 08984 BCS LOOP073 ; Next sector if movement probability < random number 08985 B62C E490 08986 CPX CURRSECTOR ; Next sector if this is our starship's sector B62E F0BA 08987 BEQ LOOP073 ; 08988 08989 ;*** Compute distance to starbase by moving Zylon unit into 9 directions ******* B630 A008 08990 LDY #8 ; Loop over 8(+1) possible directions B632 18 08991 LOOP076 CLC ; B633 8A 08992 TXA ; B634 79C0BF 08993 ADC COMPASSOFFTAB,Y ; Add direction offset to current sector B637 856A 08994 STA L.NEWSECTOR ; Store new sector 08995 B639 290F 08996 AND #$0F ; Calc distance ("block distance") between... B63B 38 08997 SEC ; ...starbase sector and tentative new Zylon sector B63C E594 08998 SBC HUNTSECTCOLUMN ; B63E B004 08999 BCS SKIP219 ; B640 49FF 09000 EOR #$FF ; B642 6901 09001 ADC #1 ; B644 856B 09002 SKIP219 STA L.ABSDIFFCOL ; B646 A56A 09003 LDA L.NEWSECTOR ; B648 4A 09004 LSR A ; B649 4A 09005 LSR A ; B64A 4A 09006 LSR A ; B64B 4A 09007 LSR A ; B64C 38 09008 SEC ; B64D E595 09009 SBC HUNTSECTROW ; B64F B004 09010 BCS SKIP220 ; B651 49FF 09011 EOR #$FF ; B653 6901 09012 ADC #1 ; B655 18 09013 SKIP220 CLC ; B656 656B 09014 ADC L.ABSDIFFCOL ; 09015 B658 999600 09016 STA NEWZYLONDIST,Y ; Store distance in distance array B65B 88 09017 DEY ; B65C 10D4 09018 BPL LOOP076 ; Next direction 09019 09020 ;*** Pick the shortest distance to starbase ************************************ B65E A901 09021 LDA #1 ; Loop over compass rose directions twice to... B660 856B 09022 STA L.LOOPCNT2 ; ...provoke movement regardless of truncation errors 09023 B662 A007 09024 LOOP077 LDY #7 ; B664 B99600 09025 LOOP078 LDA NEWZYLONDIST,Y ; Loop over all 7(+1) compass rose directions B667 C59E 09026 CMP OLDZYLONDIST ; B669 B024 09027 BCS SKIP222 ; Next direction if new distance > current distance 09028 B66B 18 09029 CLC ; Calc new Galactic Chart sector for Zylon unit B66C 8A 09030 TXA ; B66D 79C0BF 09031 ADC COMPASSOFFTAB,Y ; B670 301D 09032 BMI SKIP222 ; Next direction if new sector outside Galactic Chart 09033 B672 846A 09034 STY L.DIRECTIONIND ; Save compass rose direction index B674 A8 09035 TAY ; B675 B9C908 09036 LDA GCMEMMAP,Y ; B678 D013 09037 BNE SKIP221 ; Next direction if new sector not empty 09038 B67A BDC908 09039 LDA GCMEMMAP,X ; Preload Zylon sector type to be moved B67D C490 09040 CPY CURRSECTOR ; B67F F00C 09041 BEQ SKIP221 ; Next direction if sector is our starship's sector 09042 B681 0920 09043 ORA #$20 ; New sector for Zylon unit found! B683 99C908 09044 STA GCMEMMAP,Y ; Temporarily mark that sector with marker bit B5 B686 A900 09045 LDA #0 ; B688 9DC908 09046 STA GCMEMMAP,X ; Clear old Zylon unit sector B68B F00B 09047 BEQ SKIP223 ; Next sector (unconditional branch) 09048 B68D A46A 09049 SKIP221 LDY L.DIRECTIONIND ; Restore compass rose direction index B68F 88 09050 SKIP222 DEY ; Next compass rose direction B690 10D2 09051 BPL LOOP078 ; 09052 B692 E69E 09053 INC OLDZYLONDIST ; Increment center distance B694 C66B 09054 DEC L.LOOPCNT2 ; B696 10CA 09055 BPL LOOP077 ; Loop over all compass rose directions one more time 09056 B698 4CEAB5 09057 SKIP223 JMP LOOP073 ; Next sector 09058 09059 ; ******************************************************************************* 09060 ; * * 09061 ; * ROTATE * 09062 ; * * 09063 ; * Rotate position vector component (coordinate) by fixed angle * 09064 ; * * 09065 ; ******************************************************************************* 09066 09067 ; DESCRIPTION 09068 ; 09069 ; This subroutine rotates a position vector component (coordinate) of a space 09070 ; object by a fixed angle around the center of the 3D coordinate system, the 09071 ; location of our starship. This is used in the Front, Aft, and Long-Range Scan 09072 ; views to rotate space objects in and out of the view. Although the code is 09073 ; deceptively short, there is some interesting math involved, so a more detailed 09074 ; discussion is in order. 09075 ; 09076 ; ROTATION MATHEMATICS 09077 ; 09078 ; The program uses a left-handed 3D coordinate system with the positive x-axis 09079 ; pointing to the right, the positive y-axis pointing up, and the positive 09080 ; z-axis pointing into flight direction. 09081 ; 09082 ; A rotation in this coordinate system around the y-axis (horizontal rotation) 09083 ; can be expressed as 09084 ; 09085 ; x' := cos(ry) * x + sin(ry) * z (1a) 09086 ; z' := - sin(ry) * x + cos(ry) * z (1b) 09087 ; 09088 ; where ry is the clockwise rotation angle around the y-axis, x and z are the 09089 ; coordinates before this rotation, and the primed coordinates x' and z' the 09090 ; coordinates after this rotation. The y-coordinate is not changed by this 09091 ; rotation. 09092 ; 09093 ; A rotation in this coordinate system around the x-axis (vertical rotation) can 09094 ; be expressed as 09095 ; 09096 ; z' := cos(rx) * z + sin(rx) * y (2a) 09097 ; y' := - sin(rx) * z + cos(rx) * y (2b) 09098 ; 09099 ; where rx is the clockwise rotation angle around the x-axis, z and y are the 09100 ; coordinates before this rotation, and the primed coordinates z' and y' the 09101 ; coordinates after this rotation. The x-coordinate is not changed by this 09102 ; rotation. 09103 ; 09104 ; SUBROUTINE IMPLEMENTATION OVERVIEW 09105 ; 09106 ; A single call of this subroutine is able to compute one of the four 09107 ; expressions (1a)-(2b). To compute all four expressions to get the new set of 09108 ; coordinates, this subroutine has to be called four times. This is done twice 09109 ; in pairs in GAMELOOP ($A1F3) at $A391 and $A398, and at $A3AE and $A3B5, 09110 ; respectively. 09111 ; 09112 ; The first pair of calls calculates the new x and z coordinates of a space 09113 ; object due to a horizontal (left/right) rotation of our starship around the 09114 ; y-axis following expressions (1a) and (1b). 09115 ; 09116 ; The second pair of calls calculates the new y and z coordinates of the same 09117 ; space object due to a vertical (up/down) rotation of our starship around the 09118 ; x-axis following expressions (2a) and (2b). 09119 ; 09120 ; If you look at the code, you may be wondering how this calculation is actually 09121 ; executed, as there is neither a sin() nor a cos() function call. What you'll 09122 ; actually find implemented are the following calculations: 09123 ; 09124 ; Joystick left Joystick right 09125 ; --------------------- --------------------- 09126 ; x := x + z / 64 (3a) x := x - z / 64 (4a) 09127 ; z := -x / 64 + z (3b) z := x / 64 + z (4b) 09128 ; 09129 ; Joystick down Joystick up 09130 ; --------------------- --------------------- 09131 ; y := y + z / 64 (5a) y := y - z / 64 (6a) 09132 ; z := -y / 64 + z (5b) z := y / 64 + z (6b) 09133 ; 09134 ; CORDIC ALGORITHM 09135 ; 09136 ; When you compare expressions (1a)-(2b) with (3a)-(6b), notice the similarity 09137 ; between the expressions if you substitute 09138 ; 09139 ; sin(ry) -> 1 / 64, 09140 ; cos(ry) -> 1, 09141 ; sin(rx) -> 1 / 64, and 09142 ; cos(rx) -> 1. 09143 ; 09144 ; From sin(ry) = 1 / 64 and sin(rx) = 1 / 64 you can derive that the rotation 09145 ; angles ry and rx by which the space object is rotated per game loop iteration 09146 ; have a constant value of 0.89 degrees, as arcsine(1 / 64) = 0.89 degrees. 09147 ; 09148 ; What about cos(ry) and cos(rx)? The substitution does not match our derived 09149 ; angle exactly, because cos(0.89 degrees) = 0.99988 and is not exactly 1. 09150 ; However, this value is so close to 1 that substituting cos(0.89 degrees) with 09151 ; 1 is a very good approximation, simplifying calculations significantly. 09152 ; 09153 ; Another significant simplification results from the division by 64, because 09154 ; the actual division operation can be replaced with a much faster bit shift 09155 ; operation. 09156 ; 09157 ; This calculation-friendly way of computing rotations is known as the "CORDIC 09158 ; (COordinate Rotation DIgital Computer)" algorithm. 09159 ; 09160 ; MINSKY ROTATION 09161 ; 09162 ; There is one more interesting mathematical subtlety: Did you notice that 09163 ; expressions (1a)-(2b) use a new (primed) pair of variables to store the 09164 ; resulting coordinates, whereas in the implemented expressions (3a)-(6b) the 09165 ; value of the first coordinate of a coordinate pair is overwritten with its new 09166 ; value and this value is used in the subsequent calculation of the second 09167 ; coordinate? For example, when the joystick is pushed left, the first call of 09168 ; this subroutine calculates the new value of x according to expression (3a), 09169 ; overwriting the old value of x. During the second call to calculate z 09170 ; according to expression (3b), the new value of x is used instead of the old 09171 ; one. Is this to save the memory needed to temporarily store the old value of 09172 ; x? But isn't this a bug? If so, why does the rotation calculation actually 09173 ; work? 09174 ; 09175 ; Have a look at the expression pair (3a) and (3b) (the other expression pairs 09176 ; (4a)-(6b) work in a similar fashion): 09177 ; 09178 ; x := x + z / 64 09179 ; z := -x / 64 + z 09180 ; 09181 ; With the substitution 1 / 64 -> e, we get 09182 ; 09183 ; x := x + e * z 09184 ; z := -e * x + z 09185 ; 09186 ; Note that x is calculated first and then used in the second expression. When 09187 ; using primed coordinates for the resulting coordinates after calculating the 09188 ; two expressions we get 09189 ; 09190 ; x' := x + e * z 09191 ; z' := -e * x' + z = -e * (x + e * z) + z = -e * x + (1 - e^2) * z 09192 ; 09193 ; or in matrix form 09194 ; 09195 ; |x'| := | 1 e | * |x| 09196 ; |z'| |-e (1 - e^2)| |z| 09197 ; 09198 ; Surprisingly, this turns out to be a rotation matrix, because its determinant 09199 ; is (1 * (1 - e^2) - (e * -e)) = 1. 09200 ; 09201 ; (Incidentally, the column vectors of this matrix do not form a orthogonal 09202 ; basis, as their scalar product is 1 * e + (-e * (1 - e^2)) = -e^2. 09203 ; Orthogonality holds for e = 0 only. 09204 ; 09205 ; This kind of rotation calculation is described by Marvin Minsky in ["AIM 239 09206 ; HAKMEM", Item 149, p. 73, MIT AI Lab, February 1972] and is called "Minsky 09207 ; Rotation". 09208 ; 09209 ; SUBROUTINE IMPLEMENTATION DETAILS 09210 ; 09211 ; To better understand how the implementation of this subroutine works, have 09212 ; again a look at expressions (3a)-(6b). If you rearrange the expressions a 09213 ; little their structure is always of the form 09214 ; 09215 ; TERM1 := TERM1 SIGN TERM2 / 64 09216 ; 09217 ; or shorter 09218 ; 09219 ; TERM1 := TERM1 SIGN TERM3 09220 ; 09221 ; where 09222 ; 09223 ; TERM3 := TERM2 / 64 09224 ; SIGN := + or - 09225 ; 09226 ; and where TERM1 and TERM2 are position vector components (coordinates). In 09227 ; fact, this is all this subroutine actually does: It simply adds (or subtracts) 09228 ; TERM2 divided by 64 to (from) TERM1. 09229 ; 09230 ; When calling this subroutine the correct indices for the appropriate position 09231 ; vector components (coordinates) TERM1 and TERM2 are passed in the Y and X 09232 ; registers, respectively. 09233 ; 09234 ; What about SIGN between TERM1 and TERM3? Have again a look at expressions 09235 ; (3a)-(6b). To compute the two new coordinates after a rotation, the SIGN 09236 ; toggles from plus to minus and vice versa. The SIGN is initialized by 09237 ; JOYSTICKDELTA ($6D) before actually calling subroutine ROTATE ($B69B) and is 09238 ; toggled in every subsequent call of this subroutine. The initial value of SIGN 09239 ; should be positive (+) if the rotation is clockwise (the joystick is pushed 09240 ; right or up) and negative if the rotation is counter-clockwise (the joystick 09241 ; is pushed left or down), respectively. Because SIGN is always toggled you have 09242 ; to pass the already toggled value with the first call. 09243 ; 09244 ; NOTE: Unclear still are three instructions starting at address $B6AD. They 09245 ; seem to set the two least significant bits of TERM3 in a random fashion. Could 09246 ; this be some quick hack to avoid messing with exact but potentially lengthy 09247 ; two-complement's arithmetic here? 09248 ; 09249 ; INPUT 09250 ; 09251 ; X = Position vector component index of TERM2. Used values are: 09252 ; $00..$30 -> z-component (z-coordinate) of position vector 0..48 09253 ; $31..$61 -> x-component (x-coordinate) of position vector 0..48 09254 ; $62..$92 -> y-component (y-coordinate) of position vector 0..48 09255 ; 09256 ; Y = Position vector component index of TERM1. Used values are: 09257 ; $00..$30 -> z-component (z-coordinate) of position vector 0..48 09258 ; $31..$61 -> x-component (x-coordinate) of position vector 0..48 09259 ; $62..$92 -> y-component (y-coordinate) of position vector 0..48 09260 ; 09261 ; JOYSTICKDELTA ($6D) = Initial value of SIGN. Used values are: 09262 ; $01 -> (= Positive) Rotate right or up 09263 ; $FF -> (= Negative) Rotate left or down 09264 09265 ; TERM3 is a 24-bit value, represented by 3 bytes as 09266 ; $(sign)(high byte)(low byte) =006A 09267 L.TERM3LO = $6A ; TERM3 (high byte), where TERM3 := TERM2 / 64 =006B 09268 L.TERM3HI = $6B ; TERM3 (low byte), where TERM3 := TERM2 / 64 =006C 09269 L.TERM3SIGN = $6C ; TERM3 (sign), where TERM3 := TERM2 / 64 09270 B69B BDAD09 09271 ROTATE LDA ZPOSSIGN,X ; B69E 4901 09272 EOR #$01 ; B6A0 F002 09273 BEQ SKIP224 ; Skip if sign of TERM2 is positive B6A2 A9FF 09274 LDA #$FF ; 09275 B6A4 856B 09276 SKIP224 STA L.TERM3HI ; If TERM2 pos. -> TERM3 := $0000xx (= TERM2 / 256) B6A6 856C 09277 STA L.TERM3SIGN ; If TERM2 neg. -> TERM3 := $FFFFxx (= TERM2 / 256) B6A8 BD400A 09278 LDA ZPOSHI,X ; where xx := TERM2 (high byte) B6AB 856A 09279 STA L.TERM3LO ; 09280 B6AD AD0AD2 09281 LDA RANDOM ; (?) Hack to avoid messing with two-complement's B6B0 09BF 09282 ORA #$BF ; (?) arithmetic? Provides two least significant B6B2 5DD30A 09283 EOR ZPOSLO,X ; (?) bits B1..0 in TERM3. 09284 B6B5 0A 09285 ASL A ; TERM3 := TERM3 * 4 (= TERM2 / 256 * 4 = TERM2 / 64) B6B6 266A 09286 ROL L.TERM3LO ; B6B8 266B 09287 ROL L.TERM3HI ; B6BA 0A 09288 ASL A ; B6BB 266A 09289 ROL L.TERM3LO ; B6BD 266B 09290 ROL L.TERM3HI ; 09291 B6BF A56D 09292 LDA JOYSTICKDELTA ; Toggle SIGN for next call of ROTATE B6C1 49FF 09293 EOR #$FF ; B6C3 856D 09294 STA JOYSTICKDELTA ; B6C5 301A 09295 BMI SKIP225 ; If SIGN negative then subtract, else add TERM3 09296 09297 ;*** Addition ****************************************************************** B6C7 18 09298 CLC ; TERM1 := TERM1 + TERM3 B6C8 B9D30A 09299 LDA ZPOSLO,Y ; (24-bit addition) B6CB 656A 09300 ADC L.TERM3LO ; B6CD 99D30A 09301 STA ZPOSLO,Y ; 09302 B6D0 B9400A 09303 LDA ZPOSHI,Y ; B6D3 656B 09304 ADC L.TERM3HI ; B6D5 99400A 09305 STA ZPOSHI,Y ; 09306 B6D8 B9AD09 09307 LDA ZPOSSIGN,Y ; B6DB 656C 09308 ADC L.TERM3SIGN ; B6DD 99AD09 09309 STA ZPOSSIGN,Y ; B6E0 60 09310 RTS ; 09311 09312 ;*** Subtraction *************************************************************** B6E1 38 09313 SKIP225 SEC ; TERM1 := TERM1 - TERM3 B6E2 B9D30A 09314 LDA ZPOSLO,Y ; (24-bit subtraction) B6E5 E56A 09315 SBC L.TERM3LO ; B6E7 99D30A 09316 STA ZPOSLO,Y ; 09317 B6EA B9400A 09318 LDA ZPOSHI,Y ; B6ED E56B 09319 SBC L.TERM3HI ; B6EF 99400A 09320 STA ZPOSHI,Y ; 09321 B6F2 B9AD09 09322 LDA ZPOSSIGN,Y ; B6F5 E56C 09323 SBC L.TERM3SIGN ; B6F7 99AD09 09324 STA ZPOSSIGN,Y ; B6FA 60 09325 RTS ; 09326 09327 ;******************************************************************************* 09328 ;* * 09329 ;* SCREENCOLUMN * 09330 ;* * 09331 ;* Calculate pixel column number from centered pixel column number * 09332 ;* * 09333 ;******************************************************************************* 09334 09335 ; DESCRIPTION 09336 ; 09337 ; Converts a pixel column number relative to the horizontal screen center to a 09338 ; pixel column number relative to the top-left corner of the screen and stores 09339 ; the result in table PIXELCOLUMN ($0C2A). The passed relative pixel column 09340 ; number is always positive. The sign is picked from the corresponding 09341 ; x-component of the position vector (x-coordinate). 09342 ; 09343 ; If the passed relative pixel column number is offscreen horizontally the 09344 ; calculation is skipped and code execution returns. If the position vector 09345 ; corresponding to this pixel represents a PLAYFIELD space object (star, 09346 ; explosion fragments) a new position vector is initialized before code 09347 ; execution returns. If it represents a PLAYER space object the PLAYER is pushed 09348 ; offscreen before code execution returns. 09349 ; 09350 ; NOTE: The horizontal screen center's pixel column number for PLAYFIELD space 09351 ; objects has a value of 80 = 160 PLAYFIELD pixels / 2. For PLAYER space objects 09352 ; it has a value of 125 Player/Missile (PM) pixels (from left to right: 128 PM 09353 ; pixels to the horizontal screen center - 3 PM pixels relative offset of the 09354 ; PLAYER shape's horizontal center to its left edge = 125 PM pixels). 09355 ; 09356 ; INPUT 09357 ; 09358 ; A = Pixel column number relative to the horizontal screen center, always 09359 ; positive. Used values are: 09360 ; 0..80 -> Regular values, pixel is onscreen 09361 ; $FF -> Pixel is offscreen 09362 ; 09363 ; X = Position vector index. Used values are: 09364 ; 0..4 -> Position vector of a PLAYER space object 09365 ; 5..48 -> Position vector of a PLAYFIELD space object 09366 =006D 09367 L.PIXELCOLUMN = $6D ; Saves relative pixel column number 09368 B6FB C950 09369 SCREENCOLUMN CMP #80 ; If pixel is offscreen (A > 79)... B6FD B05B 09370 BCS SKIP233 ; ...return via initializing a new position vector 09371 B6FF 856D 09372 STA L.PIXELCOLUMN ; Save relative pixel column number B701 A950 09373 LDA #80 ; If PLAYFIELD space object -> A := CENTERCOL = 80 B703 E005 09374 CPX #NUMSPCOBJ.PL ; If PLAYER space object -> A := CENTERCOL = 125 B705 B002 09375 BCS SKIP226 ; B707 A97D 09376 LDA #125 ; 09377 B709 BCDE09 09378 SKIP226 LDY XPOSSIGN,X ; Skip if x-coordinate positive B70C D009 09379 BNE SKIP227 ; 09380 B70E 38 09381 SEC ; Pixel in left screen half (x-coordinate negative) B70F E66D 09382 INC L.PIXELCOLUMN ; B711 E56D 09383 SBC L.PIXELCOLUMN ; B713 9D2A0C 09384 STA PIXELCOLUMN,X ; Pixel column := CENTERCOL - (rel. pixel column + 1) B716 60 09385 RTS ; Return 09386 B717 18 09387 SKIP227 CLC ; Pixel in right screen half (x-coordinate positive) B718 656D 09388 ADC L.PIXELCOLUMN ; B71A 9D2A0C 09389 STA PIXELCOLUMN,X ; Pixel column := CENTERCOL + relative pixel column B71D 60 09390 RTS ; Return 09391 09392 ;******************************************************************************* 09393 ;* * 09394 ;* SCREENROW * 09395 ;* * 09396 ;* Calculate pixel row number from centered pixel row number * 09397 ;* * 09398 ;******************************************************************************* 09399 09400 ; Converts a pixel row number relative to the vertical screen center to a pixel 09401 ; row number relative to the top-left corner of the screen and stores the result 09402 ; in table PIXELROWNEW ($0BF9). The passed relative pixel row number is always 09403 ; positive. The sign is picked from the corresponding y-component of the 09404 ; position vector (y-coordinate). 09405 ; 09406 ; If the passed relative pixel row number is offscreen vertically the 09407 ; calculation is skipped and code execution returns. If the position vector 09408 ; corresponding to this pixel represents a PLAYFIELD space object (star, 09409 ; explosion fragments) a new position vector is initialized in subroutine 09410 ; INITPOSVEC ($B764) before code execution returns. If it represents a PLAYER 09411 ; space object the PLAYER is pushed offscreen before code execution returns. 09412 ; 09413 ; NOTE: The vertical screen center's pixel row number for PLAYFIELD space 09414 ; objects has a value of 50 = 100 PLAYFIELD pixels / 2. For PLAYER space objects 09415 ; it has a value of 122 Player/Missile (PM) pixels (from top to bottom: 8 PM 09416 ; pixels to start of Display List + 16 PM pixels to begin of PLAYFIELD + 100 PM 09417 ; pixels to vertical screen center - 2 PM pixels (?) = 122 PM pixels). 09418 ; 09419 ; NOTE: If the position vector corresponding to the pixel represents a PLAYER 09420 ; space object the passed pixel row number is doubled because 1 PLAYFIELD pixel 09421 ; has the same height as 2 PM pixels at single-line resolution. 09422 ; 09423 ; When in Long-Range Scan view the z-coordinate takes the place of the 09424 ; y-coordinate of the Front or Aft view. If the Long-Range Scan is damaged the 09425 ; passed pixel row number is treated randomly as a negative or positive value 09426 ; (mirror effect). 09427 ; 09428 ; INPUT 09429 ; 09430 ; A = Pixel row number relative to the vertical screen center, always 09431 ; positive. Used values are: 09432 ; 0..50 -> Regular values, pixel is onscreen 09433 ; $FF -> Pixel is offscreen 09434 ; 09435 ; X = Position vector index. Used values are: 09436 ; 0..4 -> Position vector of a PLAYER space object 09437 ; 5..48 -> Position vector of a PLAYFIELD space object 09438 =006D 09439 L.PIXELROW = $6D ; Saves relative pixel row number 09440 B71E C932 09441 SCREENROW CMP #50 ; If pixel is offscreen (A > 49)... B720 B038 09442 BCS SKIP233 ; ...return via initializing a new position vector 09443 B722 856D 09444 STA L.PIXELROW ; Save relative pixel row number B724 A932 09445 LDA #50 ; If PLAYFIELD space object -> A := CENTERROW = 50 B726 E005 09446 CPX #NUMSPCOBJ.PL ; B728 B004 09447 BCS SKIP228 ; B72A 066D 09448 ASL L.PIXELROW ; If PLAYER space object -> Double pixel row number B72C A97A 09449 LDA #122 ; If PLAYER space object -> A := CENTERROW = 122 09450 B72E 24D0 09451 SKIP228 BIT SHIPVIEW ; Skip if not in Long-Range Scan view B730 5013 09452 BVC SKIP230 ; 09453 B732 2C9609 09454 BIT GCSTATLRS ; Skip if Long-Range Scan OK B735 1007 09455 BPL SKIP229 ; 09456 B737 2C0AD2 09457 BIT RANDOM ; Long-Range Scan damaged... B73A 500E 09458 BVC SKIP231 ; ...branch randomly to pixel row number calculation B73C 7015 09459 BVS SKIP232 ; ...(mirror effect) 09460 B73E BCAD09 09461 SKIP229 LDY ZPOSSIGN,X ; B741 D007 09462 BNE SKIP231 ; Skip if z-coordinate pos. (Long-Range Scan view) B743 F00E 09463 BEQ SKIP232 ; Skip if z-coordinate neg. (Long-Range Scan view) 09464 B745 BC0F0A 09465 SKIP230 LDY YPOSSIGN,X ; B748 F009 09466 BEQ SKIP232 ; Skip if y-coordinate neg. (Front or Aft view) 09467 B74A 38 09468 SKIP231 SEC ; Pixel in upper screen half (z or y coordinate pos.) B74B E66D 09469 INC L.PIXELROW ; B74D E56D 09470 SBC L.PIXELROW ; B74F 9DF90B 09471 STA PIXELROWNEW,X ; Pixel row := CENTERROW - (rel. pixel row + 1) B752 60 09472 RTS ; Return 09473 B753 18 09474 SKIP232 CLC ; Pixel in lower screen half (y or z coordinate neg.) B754 656D 09475 ADC L.PIXELROW ; B756 9DF90B 09476 STA PIXELROWNEW,X ; Pixel row := CENTERROW + relative pixel row B759 60 09477 RTS ; Return 09478 B75A E005 09479 SKIP233 CPX #NUMSPCOBJ.PL ; Space object is offscreen. If it is a... B75C B006 09480 BCS INITPOSVEC ; ...PLAYFIELD space object -> New position vector B75E A9FB 09481 LDA #251 ; ...PLAYER space object -> Push PLAYER offscreen B760 9DF90B 09482 STA PIXELROWNEW,X ; Why a value of 251 (?) B763 60 09483 SKIP234 RTS ; Return 09484 09485 ;******************************************************************************* 09486 ;* * 09487 ;* INITPOSVEC * 09488 ;* * 09489 ;* Initialize position vector of a space object * 09490 ;* * 09491 ;******************************************************************************* 09492 09493 ; DESCRIPTION 09494 ; 09495 ; Initializes the position vector of a space object. 09496 ; 09497 ; This subroutine executes the following steps: 09498 ; 09499 ; (1) Set the pixel row and column number to an offscreen value (= 99). 09500 ; 09501 ; (2) If the position vector represents an explosion fragment space object then 09502 ; return code execution immediately. This avoids generating new explosion 09503 ; fragment space objects. They are separately initialized in subroutine 09504 ; COPYPOSVEC ($ACAF), which is called from subroutine INITEXPL ($AC6B). 09505 ; 09506 ; (3) Assign default values (see below) to the position vector components 09507 ; (coordinates) depending on our starship's view. 09508 ; 09509 ; Code execution continues into subroutine RNDINVXY ($B7BE) where x and y 09510 ; coordinates are inverted randomly. 09511 ; 09512 ; After passing through this and the next subroutine RNDINVXY ($B7BE) the 09513 ; components of a position vector (coordinates) are assigned to one of the 09514 ; following values depending on our starship's view: 09515 ; 09516 ; o FRONT VIEW 09517 ; 09518 ; +------------+---------------------------------------+ 09519 ; | Coordinate | Values | 09520 ; +------------+---------------------------------------+ 09521 ; | x | -4095..+4095 (-($0***)..+$0***) | 09522 ; | y | -4095..+4095 (-($0***)..+$0***) | 09523 ; | z | +3840..+4095 ( +$0F**) | 09524 ; +------------+---------------------------------------+ 09525 ; 09526 ; o AFT VIEW 09527 ; 09528 ; +------------+---------------------------------------+ 09529 ; | Coordinate | Values | 09530 ; +------------+---------------------------------------+ 09531 ; | x | -3840..+3840 (-($0*00)..+$0*00) | 09532 ; | y | -3840..+3840 (-($0*00)..+$0*00) | 09533 ; | z | -3968.. -128 (-($0*80) ) | 09534 ; +------------+---------------------------------------+ 09535 ; Values of x, y, and z coordinates change in increments of 256. 09536 ; Second digit of z-coordinate is -MAX(RNDY,RNDX), where 09537 ; RNDY := RND($00..$0F), RNDX := RND($00..$0F). 09538 ; 09539 ; o LONG-RANGE SCAN VIEW 09540 ; 09541 ; +------------+---------------------------------------+ 09542 ; | Coordinate | Values | 09543 ; +------------+---------------------------------------+ 09544 ; | x | -65535..+65535 (-($****)..$****) | 09545 ; | y | -4095..+4095 (-($0***)..$0***) | 09546 ; | z | -65535..+65535 (-($****)..$****) | 09547 ; +------------+---------------------------------------+ 09548 ; 09549 ; INPUT 09550 ; 09551 ; X = Position vector index. Used values are: 0..48. 09552 =006A 09553 L.MAXRNDXY = $6A ; Saves MAX(new y-coordinate (high byte), ... 09554 ; ...new x-coordinate (high byte)) 09555 B764 A963 09556 INITPOSVEC LDA #99 ; Init to offscreen pixel row and column numbers B766 9DF90B 09557 STA PIXELROWNEW,X ; B769 9D2A0C 09558 STA PIXELCOLUMN,X ; 09559 B76C E011 09560 CPX #NUMSPCOBJ.NORM ; Return if pos vector is explosion frag space obj B76E B0F3 09561 BCS SKIP234 ; This avoids creating new explosion frag space objs 09562 B770 AD0AD2 09563 LDA RANDOM ; RNDY := RND($00..$0F) B773 290F 09564 AND #$0F ; B775 856A 09565 STA L.MAXRNDXY ; Save RNDY B777 9DA20A 09566 STA YPOSHI,X ; y-coordinate (high byte) := RNDY 09567 B77A AD0AD2 09568 LDA RANDOM ; RNDX := RND($00..$0F) B77D 290F 09569 AND #$0F ; B77F C56A 09570 CMP L.MAXRNDXY ; B781 9002 09571 BCC SKIP235 ; B783 856A 09572 STA L.MAXRNDXY ; Save MAX(RNDY,RNDX) B785 9D710A 09573 SKIP235 STA XPOSHI,X ; x-coordinate (high byte) := RNDX 09574 B788 A90F 09575 LDA #$0F ; z-coordinate (high byte) := $0F B78A 9D400A 09576 STA ZPOSHI,X ; 09577 B78D A5D0 09578 LDA SHIPVIEW ; z-coordinate (sign) := 1 or 0 (Front or Aft view) B78F 4901 09579 EOR #$01 ; B791 2901 09580 AND #$01 ; B793 9DAD09 09581 STA ZPOSSIGN,X ; B796 D011 09582 BNE SKIP236 ; Skip if in Front or Long-Range Scan view 09583 09584 ; Aft view only: B798 9D040B 09585 STA XPOSLO,X ; x-coordinate (low byte) := 0 B79B 9D350B 09586 STA YPOSLO,X ; y-coordinate (low byte) := 0 B79E 38 09587 SEC ; z-coordinate (high byte) := -MAX(RNDY,RNDX) B79F E56A 09588 SBC L.MAXRNDXY ; B7A1 9D400A 09589 STA ZPOSHI,X ; B7A4 A980 09590 LDA #$80 ; z-coordinate (low byte) := $80 B7A6 9DD30A 09591 STA ZPOSLO,X ; 09592 B7A9 24D0 09593 SKIP236 BIT SHIPVIEW ; If not in Long-Range Scan view skip to RNDINVXY B7AB 5011 09594 BVC RNDINVXY ; 09595 09596 ; Long-Range Scan view only: B7AD AD0AD2 09597 LDA RANDOM ; x-coordinate (high byte) := RND($00..$FF) B7B0 9D710A 09598 STA XPOSHI,X ; B7B3 AD0AD2 09599 LDA RANDOM ; z-coordinate (high byte) := RND($00..$FF) B7B6 9D400A 09600 STA ZPOSHI,X ; B7B9 2901 09601 AND #$01 ; Invert z-coordinate randomly B7BB 9DAD09 09602 STA ZPOSSIGN,X ; 09603 09604 ;******************************************************************************* 09605 ;* * 09606 ;* RNDINVXY * 09607 ;* * 09608 ;* Randomly invert the x and y components of a position vector * 09609 ;* * 09610 ;******************************************************************************* 09611 09612 ; DESCRIPTION 09613 ; 09614 ; Randomly inverts the x and y components of a position vector (x and y 09615 ; coordinates). See also subroutine INITPOSVEC ($B764). 09616 ; 09617 ; INPUT 09618 ; 09619 ; X = Position vector index. Used values are: 0..48. 09620 B7BE AD0AD2 09621 RNDINVXY LDA RANDOM ; Set sign of y-coordinate randomly B7C1 2901 09622 AND #$01 ; B7C3 9D0F0A 09623 STA YPOSSIGN,X ; B7C6 D00F 09624 BNE SKIP237 ; Skip if sign positive 09625 B7C8 38 09626 SEC ; Sign negative -> Calc negative y-coordinate B7C9 FD350B 09627 SBC YPOSLO,X ; (calculate two's-complement of 16-bit value) B7CC 9D350B 09628 STA YPOSLO,X ; B7CF A900 09629 LDA #0 ; B7D1 FDA20A 09630 SBC YPOSHI,X ; B7D4 9DA20A 09631 STA YPOSHI,X ; 09632 B7D7 AD0AD2 09633 SKIP237 LDA RANDOM ; Set sign of x-coordinate randomly B7DA 2901 09634 AND #$01 ; B7DC 9DDE09 09635 STA XPOSSIGN,X ; B7DF D00F 09636 BNE SKIP238 ; Skip if sign positive 09637 B7E1 38 09638 SEC ; Sign negative -> Calc negative x-coordinate B7E2 FD040B 09639 SBC XPOSLO,X ; (calculate two's-complement of 16-bit value) B7E5 9D040B 09640 STA XPOSLO,X ; B7E8 A900 09641 LDA #0 ; B7EA FD710A 09642 SBC XPOSHI,X ; B7ED 9D710A 09643 STA XPOSHI,X ; B7F0 60 09644 SKIP238 RTS ; Return 09645 09646 ;******************************************************************************* 09647 ;* * 09648 ;* ISSURROUNDED * 09649 ;* * 09650 ;* Check if a sector is surrounded by Zylon units * 09651 ;* * 09652 ;******************************************************************************* 09653 09654 ; DESCRIPTION 09655 ; 09656 ; Checks if a sector of the Galactic Chart is surrounded by Zylon units in the 09657 ; adjacent NORTH, EAST, SOUTH, and WEST sectors. 09658 ; 09659 ; INPUT 09660 ; 09661 ; X = Sector of Galactic Chart. Used values are: $00..$7F with, for example, 09662 ; $00 -> NORTHWEST corner sector 09663 ; $0F -> NORTHEAST corner sector 09664 ; $70 -> SOUTHWEST corner sector 09665 ; $7F -> SOUTHWEST corner sector 09666 ; 09667 ; OUTPUT 09668 ; 09669 ; A = Returns if the sector is surrounded by Zylon units in the adjacent 09670 ; NORTH, EAST, SOUTH, and WEST sectors. 09671 ; 0 -> Sector is not surrounded 09672 ; > 0 -> Sector is surrounded 09673 B7F1 BDC808 09674 ISSURROUNDED LDA GCMEMMAP-1,X ; Check WEST sector B7F4 F00D 09675 BEQ SKIP239 ; B7F6 BDCA08 09676 LDA GCMEMMAP+1,X ; Check EAST sector B7F9 F008 09677 BEQ SKIP239 ; B7FB BDB908 09678 LDA GCMEMMAP-16,X ; Check NORTH sector B7FE F003 09679 BEQ SKIP239 ; B800 BDD908 09680 LDA GCMEMMAP+16,X ; Check SOUTH sector B803 60 09681 SKIP239 RTS ; Return 09682 09683 ;******************************************************************************* 09684 ;* * 09685 ;* UPDPANEL * 09686 ;* * 09687 ;* Update Control Panel Display * 09688 ;* * 09689 ;******************************************************************************* 09690 09691 ; DESCRIPTION 09692 ; 09693 ; This subroutine executes the following steps: 09694 ; 09695 ; (1) Accelerate or decelerate our starship, update the VELOCITY readout 09696 ; 09697 ; If the new velocity value is different from the current one either 09698 ; increment or decrement the current velocity value toward the new one. 09699 ; 09700 ; If the Engines are damaged or destroyed (and hyperwarp is not engaged) 09701 ; then store a random value (less or equal than the current velocity) as 09702 ; the current velocity. 09703 ; 09704 ; Display the updated velocity by the VELOCITY readout of the Control Panel 09705 ; Display. 09706 ; 09707 ; (2) Update THETA, PHI, and RANGE readouts 09708 ; 09709 ; If the Attack Computer is working then display the x, y, and z 09710 ; coordinates of the currently tracked space object as THETA, PHI, and 09711 ; RANGE readout values of the Control Panel Display. 09712 ; 09713 ; (3) Calculate overall energy consumption 09714 ; 09715 ; Add the overall energy consumption per game loop iteration to the energy 09716 ; counter. This value is given in energy subunits (256 energy subunits = 1 09717 ; energy unit displayed by the 4-digit ENERGY readout of the Console Panel 09718 ; Display). It is the total of the following items: 09719 ; 09720 ; (1) 8 energy subunits if the Shields are up 09721 ; 09722 ; (2) 2 energy subunits if the Attack Computer is on 09723 ; 09724 ; (3) 1 energy subunit of the life support system 09725 ; 09726 ; (4) Our starship's Engines energy drain rate (depending on its velocity) 09727 ; 09728 ; If there is a carryover of the energy counter then decrement the ENERGY 09729 ; readout of the Control Panel Display by one energy unit after code 09730 ; execution has continued into subroutine DECENERGY ($B86F). 09731 09732 ;*** Accelerate or decelerate our starship ************************************* B804 A670 09733 UPDPANEL LDX VELOCITYLO ; Skip if new velocity = current velocity B806 E471 09734 CPX NEWVELOCITY ; B808 F008 09735 BEQ SKIP241 ; 09736 B80A 9004 09737 BCC SKIP240 ; In/decrement current velocity toward new velocity B80C C670 09738 DEC VELOCITYLO ; B80E B012 09739 BCS SKIP242 ; B810 E670 09740 SKIP240 INC VELOCITYLO ; 09741 B812 A5C0 09742 SKIP241 LDA WARPSTATE ; Skip if hyperwarp engaged B814 D00C 09743 BNE SKIP242 ; 09744 B816 2C9309 09745 BIT GCSTATENG ; Skip if Engines are OK B819 1007 09746 BPL SKIP242 ; 09747 B81B A571 09748 LDA NEWVELOCITY ; Store RND(0..current velocity) to current velocity B81D 2D0AD2 09749 AND RANDOM ; B820 8570 09750 STA VELOCITYLO ; 09751 B822 A001 09752 SKIP242 LDY #VELOCD1-PANELTXT-1 ; Update digits of VELOCITY readout B824 20CDB8 09753 JSR SHOWDIGITS ; 09754 09755 ;*** Display coordinates of tracked space object of Control Panel Display ****** B827 2C9509 09756 BIT GCSTATCOM ; Skip if Attack Computer damaged or destroyed B82A 3030 09757 BMI SKIP243 ; 09758 B82C A931 09759 LDA #$31 ; Update THETA readout (x-coordinate) B82E A017 09760 LDY #THETAC1-PANELTXT ; B830 20A7B8 09761 JSR SHOWCOORD ; 09762 B833 A962 09763 LDA #$62 ; Update PHI readout (y-coordinate) B835 A01D 09764 LDY #PHIC1-PANELTXT ; B837 20A7B8 09765 JSR SHOWCOORD ; 09766 B83A A900 09767 LDA #$00 ; Update RANGE readout (z-coordinate) B83C A023 09768 LDY #RANGEC1-PANELTXT ; B83E 20A7B8 09769 JSR SHOWCOORD ; 09770 B841 AD6E09 09771 LDA RANGEC1+2 ; Hack to clear RANGE digit 3 when in hyperwarp: B844 8D6F09 09772 STA RANGEC1+3 ; Copy RANGE digit 2 to digit 3 B847 C90A 09773 CMP #CCS.9+1 ; Skip if digit character > '9' (= 'infinity' char) B849 B011 09774 BCS SKIP243 ; 09775 B84B AE5C09 09776 LDX TRACKDIGIT ; Get z-coordinate (low byte) of tracked space object B84E BDD30A 09777 LDA ZPOSLO,X ; B851 4A 09778 LSR A ; ...divide it by 16... B852 4A 09779 LSR A ; B853 4A 09780 LSR A ; B854 4A 09781 LSR A ; B855 AA 09782 TAX ; B856 BDE90E 09783 LDA MAPTOBCD99,X ; ...map value of $00..$0F to BCD value 0..9 B859 8D6F09 09784 STA RANGEC1+3 ; ...and store it to RANGE digit 3 09785 09786 ;*** Calculate overall energy consumption ************************************** B85C 18 09787 SKIP243 CLC ; B85D A57F 09788 LDA ENERGYCNT ; Load energy counter B85F 657D 09789 ADC DRAINSHIELDS ; Add energy drain rate of Shields B861 6580 09790 ADC DRAINENGINES ; Add energy drain rate of our starship's Engines B863 657E 09791 ADC DRAINATTCOMP ; Add energy drain rate of Attack Computer B865 6901 09792 ADC #$01 ; Add 1 energy subunit of life support system B867 C57F 09793 CMP ENERGYCNT ; B869 857F 09794 STA ENERGYCNT ; B86B B039 09795 BCS SKIP246 ; Return if no energy counter carryover 09796 B86D A203 09797 LDX #3 ; Will decrement third energy digit 09798 09799 ;******************************************************************************* 09800 ;* * 09801 ;* DECENERGY * 09802 ;* * 09803 ;* Decrease energy * 09804 ;* * 09805 ;******************************************************************************* 09806 09807 ; DESCRIPTION 09808 ; 09809 ; When not in demo mode, subtract energy from the 4-digit ENERGY readout of the 09810 ; Control Panel Display. If crossing a 100-energy-unit boundary during 09811 ; subtraction the score is decremented by one unit. If the energy is zero the 09812 ; game is over. 09813 ; 09814 ; INPUT 09815 ; 09816 ; X = ENERGY readout digit to be decremented. Used values are: 09817 ; 1 -> Subtract 100 units from ENERGY readout 09818 ; 2 -> Subtract 10 units from ENERGY readout 09819 ; 3 -> Subtract 1 unit from ENERGY readout 09820 09821 ;*** Display ENERGY readout **************************************************** B86F 2464 09822 DECENERGY BIT ISDEMOMODE ; Return if in demo mode B871 7033 09823 BVS SKIP246 ; 09824 B873 DE5509 09825 DEC ENERGYD1,X ; Decrement energy digit character B876 BD5509 09826 LDA ENERGYD1,X ; B879 C980 09827 CMP #CCS.COL2!CCS.0 ; B87B B029 09828 BCS SKIP246 ; Return if digit character >= '0' B87D A989 09829 LDA #CCS.COL2!CCS.9 ; B87F 9D5509 09830 STA ENERGYD1,X ; Store digit character '9' 09831 09832 ;*** Decrement score when crossing a 100-energy-unit boundary while subtracting B882 E002 09833 CPX #2 ; Skip if no crossing of 100-energy-unit boundary B884 D008 09834 BNE SKIP245 ; 09835 B886 A5CB 09836 LDA SCORE ; SCORE := SCORE - 1 B888 D002 09837 BNE SKIP244 ; B88A C6CC 09838 DEC SCORE+1 ; B88C C6CB 09839 SKIP244 DEC SCORE ; 09840 B88E CA 09841 SKIP245 DEX ; B88F 10DE 09842 BPL DECENERGY ; Next digit 09843 09844 ;*** Energy is zero, game over ************************************************* B891 A20A 09845 LDX #CCS.SPC ; Clear 4-digit ENERGY readout B893 8A 09846 TXA ; B894 A003 09847 LDY #3 ; B896 995509 09848 LOOP079 STA ENERGYD1,Y ; B899 88 09849 DEY ; B89A 10FA 09850 BPL LOOP079 ; 09851 B89C 2045B0 09852 JSR SETVIEW ; Set Front view 09853 B89F A031 09854 LDY #$31 ; Set title phrase "MISSION ABORTED ZERO ENERGY" B8A1 A204 09855 LDX #$04 ; Set mission bonus offset B8A3 200AB1 09856 JSR GAMEOVER ; Game over 09857 B8A6 60 09858 SKIP246 RTS ; Return 09859 09860 ;******************************************************************************* 09861 ;* * 09862 ;* SHOWCOORD * 09863 ;* * 09864 ;* Display a position vector component (coordinate) in Control Panel Display * 09865 ;* * 09866 ;******************************************************************************* 09867 09868 ; DESCRIPTION 09869 ; 09870 ; Displays a position vector component (coordinate) by one of the THETA, PHI, or 09871 ; RANGE readouts of the Control Panel Display. 09872 ; 09873 ; Write the sign to the Control Panel Display, then map the high byte of the 09874 ; respective coordinate (x -> THETA, y -> PHI, z -> RANGE) to a BCD-value in 09875 ; 00..99. Code execution continues into subroutine SHOWDIGITS ($B8CD) where the 09876 ; digits are actually stored in the Control Panel Display. 09877 ; 09878 ; NOTE: If the digits of either the THETA or PHI readout are to be displayed and 09879 ; the x or y position vector component (high byte) is $FF then tweak the value 09880 ; to $FE. This avoids accessing table MAPTOBCD99 ($0EE9) with an index of $FF 09881 ; that would return the special value $EA. This value represents the CCS.INF 09882 ; ($0E) and CCS.SPC ($0A) characters (see comments in subroutine INITIALIZE 09883 ; ($B3BA)) that are displayed by the RANGE readout only. 09884 ; 09885 ; INPUT 09886 ; 09887 ; A = Position vector component (coordinate) offset. Used values are: 09888 ; $00 -> z-coordinate 09889 ; $31 -> x-coordinate 09890 ; $62 -> y-coordinate 09891 ; 09892 ; Y = Offset into the Control Panel Display memory map. Used values are: 09893 ; $17 -> First character (sign) of THETA readout (x-coordinate of tracked 09894 ; space object) 09895 ; $1D -> First character (sign) of PHI readout (y-coordinate of tracked 09896 ; space object) 09897 ; $23 -> First character (sign) of RANGE readout (z-coordinate of tracked 09898 ; space object) 09899 =006A 09900 L.SIGNCHAR = $6A ; Saves sign character 09901 B8A7 18 09902 SHOWCOORD CLC ; Add index of tracked space object... B8A8 6D5C09 09903 ADC TRACKDIGIT ; ...to position vector component offset B8AB AA 09904 TAX ; Save position vector component index 09905 09906 ;*** Display sign in Control Panel Display ************************************* B8AC A910 09907 LDA #CCS.PLUS ; Save '+' (CCS.PLUS) to sign character B8AE 856A 09908 STA L.SIGNCHAR ; 09909 B8B0 BDAD09 09910 LDA ZPOSSIGN,X ; Prep sign of coordinate B8B3 4A 09911 LSR A ; B8B4 BD400A 09912 LDA ZPOSHI,X ; Prep coordinate (high byte) B8B7 B004 09913 BCS SKIP247 ; Skip if sign is positive 09914 B8B9 49FF 09915 EOR #$FF ; Invert coordinate (high byte) B8BB C66A 09916 DEC L.SIGNCHAR ; Change saved sign character to '-' (CCS.MINUS) 09917 B8BD AA 09918 SKIP247 TAX ; Save coordinate (high byte) B8BE A56A 09919 LDA L.SIGNCHAR ; Store sign character in Control Panel Display B8C0 994909 09920 STA PANELTXT,Y ; 09921 09922 ;*** Get RANGE digits ********************************************************** B8C3 98 09923 TYA ; Skip if RANGE is to be displayed B8C4 2910 09924 AND #$10 ; B8C6 F005 09925 BEQ SHOWDIGITS ; 09926 B8C8 E0FF 09927 CPX #$FF ; If coordinate (high byte) = $FF decrement value B8CA D001 09928 BNE SHOWDIGITS ; This avoids output of CCS.INFINITY in... B8CC CA 09929 DEX ; ...THETA and PHI readouts 09930 09931 ;******************************************************************************* 09932 ;* * 09933 ;* SHOWDIGITS * 09934 ;* * 09935 ;* Display a value by a readout of the Control Panel Display * 09936 ;* * 09937 ;******************************************************************************* 09938 09939 ; DESCRIPTION 09940 ; 09941 ; Converts a binary value in $00..$FF to a BCD-value in 0..99 and displays it as 09942 ; a 2-digit number in the Control Panel Display. 09943 ; 09944 ; INPUT 09945 ; 09946 ; X = Value to be displayed as a 2-digit BCD-value. Used values are: $00..$FF. 09947 ; 09948 ; Y = Offset into the Control Panel Display memory map relative to the first 09949 ; character of the Control Panel Display (the 'V' of the VELOCITY 09950 ; readout). Used values are: 09951 ; $01 -> Character before first digit of VELOCITY readout 09952 ; $17 -> First character (sign) of THETA readout (x-coordinate of tracked 09953 ; space object) 09954 ; $1D -> First character (sign) of PHI readout (y-coordinate of tracked 09955 ; space object) 09956 ; $23 -> First character (sign) of RANGE readout (z-coordinate of tracked 09957 ; space object) 09958 B8CD BDE90E 09959 SHOWDIGITS LDA MAPTOBCD99,X ; Map binary value to BCD-value B8D0 AA 09960 TAX ; B8D1 290F 09961 AND #$0F ; B8D3 994B09 09962 STA PANELTXT+2,Y ; Store 'ones' digit in Control Panel Display B8D6 8A 09963 TXA ; B8D7 4A 09964 LSR A ; B8D8 4A 09965 LSR A ; B8D9 4A 09966 LSR A ; B8DA 4A 09967 LSR A ; B8DB 994A09 09968 STA PANELTXT+1,Y ; Store 'tens' digit in Control Panel Display B8DE 60 09969 RTS ; Return 09970 09971 ;******************************************************************************* 09972 ;* * 09973 ;* G A M E D A T A ( P A R T 2 O F 2 ) * 09974 ;* * 09975 ;******************************************************************************* 09976 09977 ;*** Color register offsets of PLAYER0..4 ************************************** B8DF 00 09978 PLCOLOROFFTAB .BYTE 0 ; PLAYER0 B8E0 01 09979 .BYTE 1 ; PLAYER1 B8E1 02 09980 .BYTE 2 ; PLAYER2 B8E2 03 09981 .BYTE 3 ; PLAYER3 B8E3 07 09982 .BYTE 7 ; PLAYER4 09983 09984 ;*** Shape table 1 (PLAYER2..4) ************************************************ B8E4 00 09985 PLSHAP1TAB .BYTE $00 ; ........ B8E5 18 09986 .BYTE $18 ; ...##... B8E6 3C 09987 .BYTE $3C ; ..####.. B8E7 7E 09988 .BYTE $7E ; .######. B8E8 7E 09989 .BYTE $7E ; .######. B8E9 76 09990 .BYTE $76 ; .###.##. B8EA F7 09991 .BYTE $F7 ; ####.### B8EB DF 09992 .BYTE $DF ; ##.##### B8EC DF 09993 .BYTE $DF ; ##.##### B8ED FF 09994 .BYTE $FF ; ######## B8EE FF 09995 .BYTE $FF ; ######## B8EF F7 09996 .BYTE $F7 ; ####.### B8F0 76 09997 .BYTE $76 ; .###.##. B8F1 7E 09998 .BYTE $7E ; .######. B8F2 7E 09999 .BYTE $7E ; .######. B8F3 3C 10000 .BYTE $3C ; ..####.. B8F4 18 10001 .BYTE $18 ; ...##... B8F5 10 10002 .BYTE $10 ; ...#.... B8F6 38 10003 .BYTE $38 ; ..###... B8F7 7C 10004 .BYTE $7C ; .#####.. B8F8 7C 10005 .BYTE $7C ; .#####.. B8F9 FE 10006 .BYTE $FE ; #######. B8FA DE 10007 .BYTE $DE ; ##.####. B8FB DA 10008 .BYTE $DA ; ##.##.#. B8FC FA 10009 .BYTE $FA ; #####.#. B8FD EE 10010 .BYTE $EE ; ###.###. B8FE EE 10011 .BYTE $EE ; ###.###. B8FF 7C 10012 .BYTE $7C ; .#####.. B900 7C 10013 .BYTE $7C ; .#####.. B901 38 10014 .BYTE $38 ; ..###... B902 10 10015 .BYTE $10 ; ...#.... B903 18 10016 .BYTE $18 ; ...##... B904 3C 10017 .BYTE $3C ; ..####.. B905 3C 10018 .BYTE $3C ; ..####.. B906 7E 10019 .BYTE $7E ; .######. B907 6E 10020 .BYTE $6E ; .##.###. B908 7A 10021 .BYTE $7A ; .####.#. B909 7E 10022 .BYTE $7E ; .######. B90A 76 10023 .BYTE $76 ; .###.##. B90B 7E 10024 .BYTE $7E ; .######. B90C 3C 10025 .BYTE $3C ; ..####.. B90D 3C 10026 .BYTE $3C ; ..####.. B90E 18 10027 .BYTE $18 ; ...##... B90F 10 10028 .BYTE $10 ; ...#.... B910 38 10029 .BYTE $38 ; ..###... B911 38 10030 .BYTE $38 ; ..###... B912 7C 10031 .BYTE $7C ; .#####.. B913 74 10032 .BYTE $74 ; .###.#.. B914 7C 10033 .BYTE $7C ; .#####.. B915 6C 10034 .BYTE $6C ; .##.##.. B916 38 10035 .BYTE $38 ; ..###... B917 38 10036 .BYTE $38 ; ..###... B918 10 10037 .BYTE $10 ; ...#.... B919 10 10038 .BYTE $10 ; ...#.... B91A 18 10039 .BYTE $18 ; ...##... B91B 3C 10040 .BYTE $3C ; ..####.. B91C 2C 10041 .BYTE $2C ; ..#.##.. B91D 3C 10042 .BYTE $3C ; ..####.. B91E 3C 10043 .BYTE $3C ; ..####.. B91F 18 10044 .BYTE $18 ; ...##... B920 08 10045 .BYTE $08 ; ....#... B921 10 10046 .BYTE $10 ; ...#.... B922 38 10047 .BYTE $38 ; ..###... B923 38 10048 .BYTE $38 ; ..###... B924 28 10049 .BYTE $28 ; ..#.#... B925 38 10050 .BYTE $38 ; ..###... B926 10 10051 .BYTE $10 ; ...#.... B927 3C 10052 .BYTE $3C ; ..####.. B928 3C 10053 .BYTE $3C ; ..####.. B929 24 10054 .BYTE $24 ; ..#..#.. B92A 3C 10055 .BYTE $3C ; ..####.. B92B 7E 10056 .BYTE $7E ; .######. B92C 7E 10057 .BYTE $7E ; .######. B92D 7E 10058 .BYTE $7E ; .######. B92E 5A 10059 .BYTE $5A ; .#.##.#. B92F FF 10060 .BYTE $FF ; ######## B930 FF 10061 .BYTE $FF ; ######## B931 42 10062 .BYTE $42 ; .#....#. B932 42 10063 .BYTE $42 ; .#....#. B933 42 10064 .BYTE $42 ; .#....#. B934 42 10065 .BYTE $42 ; .#....#. B935 42 10066 .BYTE $42 ; .#....#. B936 42 10067 .BYTE $42 ; .#....#. B937 1C 10068 .BYTE $1C ; ...###.. B938 1C 10069 .BYTE $1C ; ...###.. B939 14 10070 .BYTE $14 ; ...#.#.. B93A 3E 10071 .BYTE $3E ; ..#####. B93B 3E 10072 .BYTE $3E ; ..#####. B93C 3E 10073 .BYTE $3E ; ..#####. B93D 2A 10074 .BYTE $2A ; ..#.#.#. B93E 7F 10075 .BYTE $7F ; .####### B93F 7F 10076 .BYTE $7F ; .####### B940 22 10077 .BYTE $22 ; ..#...#. B941 22 10078 .BYTE $22 ; ..#...#. B942 22 10079 .BYTE $22 ; ..#...#. B943 22 10080 .BYTE $22 ; ..#...#. B944 22 10081 .BYTE $22 ; ..#...#. B945 18 10082 .BYTE $18 ; ...##... B946 18 10083 .BYTE $18 ; ...##... B947 3C 10084 .BYTE $3C ; ..####.. B948 3C 10085 .BYTE $3C ; ..####.. B949 3C 10086 .BYTE $3C ; ..####.. B94A 3C 10087 .BYTE $3C ; ..####.. B94B 7E 10088 .BYTE $7E ; .######. B94C 24 10089 .BYTE $24 ; ..#..#.. B94D 24 10090 .BYTE $24 ; ..#..#.. B94E 24 10091 .BYTE $24 ; ..#..#.. B94F 24 10092 .BYTE $24 ; ..#..#.. B950 10 10093 .BYTE $10 ; ...#.... B951 10 10094 .BYTE $10 ; ...#.... B952 38 10095 .BYTE $38 ; ..###... B953 38 10096 .BYTE $38 ; ..###... B954 38 10097 .BYTE $38 ; ..###... B955 7C 10098 .BYTE $7C ; .#####.. B956 28 10099 .BYTE $28 ; ..#.#... B957 28 10100 .BYTE $28 ; ..#.#... B958 28 10101 .BYTE $28 ; ..#.#... B959 18 10102 .BYTE $18 ; ...##... B95A 18 10103 .BYTE $18 ; ...##... B95B 3C 10104 .BYTE $3C ; ..####.. B95C 18 10105 .BYTE $18 ; ...##... B95D 18 10106 .BYTE $18 ; ...##... B95E 10 10107 .BYTE $10 ; ...#.... B95F 10 10108 .BYTE $10 ; ...#.... B960 38 10109 .BYTE $38 ; ..###... B961 10 10110 .BYTE $10 ; ...#.... B962 18 10111 .BYTE $18 ; ...##... B963 7E 10112 .BYTE $7E ; .######. B964 FF 10113 .BYTE $FF ; ######## B965 FF 10114 .BYTE $FF ; ######## B966 FF 10115 .BYTE $FF ; ######## B967 FF 10116 .BYTE $FF ; ######## B968 FF 10117 .BYTE $FF ; ######## B969 E7 10118 .BYTE $E7 ; ###..### B96A E7 10119 .BYTE $E7 ; ###..### B96B FF 10120 .BYTE $FF ; ######## B96C FF 10121 .BYTE $FF ; ######## B96D FF 10122 .BYTE $FF ; ######## B96E FF 10123 .BYTE $FF ; ######## B96F FF 10124 .BYTE $FF ; ######## B970 7E 10125 .BYTE $7E ; .######. B971 7E 10126 .BYTE $7E ; .######. B972 00 10127 .BYTE $00 ; ........ B973 18 10128 .BYTE $18 ; ...##... B974 3C 10129 .BYTE $3C ; ..####.. B975 7E 10130 .BYTE $7E ; .######. B976 FF 10131 .BYTE $FF ; ######## B977 FF 10132 .BYTE $FF ; ######## B978 FF 10133 .BYTE $FF ; ######## B979 E7 10134 .BYTE $E7 ; ###..### B97A 66 10135 .BYTE $66 ; .##..##. B97B FF 10136 .BYTE $FF ; ######## B97C FF 10137 .BYTE $FF ; ######## B97D FF 10138 .BYTE $FF ; ######## B97E FF 10139 .BYTE $FF ; ######## B97F 7E 10140 .BYTE $7E ; .######. B980 7E 10141 .BYTE $7E ; .######. B981 00 10142 .BYTE $00 ; ........ B982 18 10143 .BYTE $18 ; ...##... B983 3C 10144 .BYTE $3C ; ..####.. B984 7E 10145 .BYTE $7E ; .######. B985 FF 10146 .BYTE $FF ; ######## B986 FF 10147 .BYTE $FF ; ######## B987 E7 10148 .BYTE $E7 ; ###..### B988 66 10149 .BYTE $66 ; .##..##. B989 FF 10150 .BYTE $FF ; ######## B98A FF 10151 .BYTE $FF ; ######## B98B FF 10152 .BYTE $FF ; ######## B98C FF 10153 .BYTE $FF ; ######## B98D 3C 10154 .BYTE $3C ; ..####.. B98E 18 10155 .BYTE $18 ; ...##... B98F 3C 10156 .BYTE $3C ; ..####.. B990 FF 10157 .BYTE $FF ; ######## B991 FF 10158 .BYTE $FF ; ######## B992 E7 10159 .BYTE $E7 ; ###..### B993 66 10160 .BYTE $66 ; .##..##. B994 FF 10161 .BYTE $FF ; ######## B995 FF 10162 .BYTE $FF ; ######## B996 7E 10163 .BYTE $7E ; .######. B997 3C 10164 .BYTE $3C ; ..####.. B998 00 10165 .BYTE $00 ; ........ B999 18 10166 .BYTE $18 ; ...##... B99A 3C 10167 .BYTE $3C ; ..####.. B99B FF 10168 .BYTE $FF ; ######## B99C FF 10169 .BYTE $FF ; ######## B99D FF 10170 .BYTE $FF ; ######## B99E 3C 10171 .BYTE $3C ; ..####.. B99F 18 10172 .BYTE $18 ; ...##... B9A0 18 10173 .BYTE $18 ; ...##... B9A1 3C 10174 .BYTE $3C ; ..####.. B9A2 FF 10175 .BYTE $FF ; ######## B9A3 3C 10176 .BYTE $3C ; ..####.. B9A4 18 10177 .BYTE $18 ; ...##... B9A5 28 10178 .BYTE $28 ; ..#.#... B9A6 28 10179 .BYTE $28 ; ..#.#... B9A7 28 10180 .BYTE $28 ; ..#.#... B9A8 28 10181 .BYTE $28 ; ..#.#... B9A9 EE 10182 .BYTE $EE ; ###.###. B9AA 00 10183 .BYTE $00 ; ........ B9AB 00 10184 .BYTE $00 ; ........ B9AC EE 10185 .BYTE $EE ; ###.###. B9AD 28 10186 .BYTE $28 ; ..#.#... B9AE 28 10187 .BYTE $28 ; ..#.#... B9AF 28 10188 .BYTE $28 ; ..#.#... B9B0 28 10189 .BYTE $28 ; ..#.#... 10190 10191 ;*** Shape table 2 (PLAYER0..1) ************************************************ B9B1 00 10192 PLSHAP2TAB .BYTE $00 ; ........ B9B2 81 10193 .BYTE $81 ; #......# B9B3 81 10194 .BYTE $81 ; #......# B9B4 81 10195 .BYTE $81 ; #......# B9B5 81 10196 .BYTE $81 ; #......# B9B6 BD 10197 .BYTE $BD ; #.####.# B9B7 FF 10198 .BYTE $FF ; ######## B9B8 FF 10199 .BYTE $FF ; ######## B9B9 BD 10200 .BYTE $BD ; #.####.# B9BA 81 10201 .BYTE $81 ; #......# B9BB 81 10202 .BYTE $81 ; #......# B9BC 81 10203 .BYTE $81 ; #......# B9BD 81 10204 .BYTE $81 ; #......# B9BE 82 10205 .BYTE $82 ; #.....#. B9BF 82 10206 .BYTE $82 ; #.....#. B9C0 BA 10207 .BYTE $BA ; #.###.#. B9C1 FE 10208 .BYTE $FE ; #######. B9C2 FE 10209 .BYTE $FE ; #######. B9C3 BA 10210 .BYTE $BA ; #.###.#. B9C4 82 10211 .BYTE $82 ; #.....#. B9C5 82 10212 .BYTE $82 ; #.....#. B9C6 42 10213 .BYTE $42 ; .#....#. B9C7 5A 10214 .BYTE $5A ; .#.##.#. B9C8 7E 10215 .BYTE $7E ; .######. B9C9 7E 10216 .BYTE $7E ; .######. B9CA 5A 10217 .BYTE $5A ; .#.##.#. B9CB 42 10218 .BYTE $42 ; .#....#. B9CC 44 10219 .BYTE $44 ; .#...#.. B9CD 54 10220 .BYTE $54 ; .#.#.#.. B9CE 7C 10221 .BYTE $7C ; .#####.. B9CF 7C 10222 .BYTE $7C ; .#####.. B9D0 54 10223 .BYTE $54 ; .#.#.#.. B9D1 44 10224 .BYTE $44 ; .#...#.. B9D2 24 10225 .BYTE $24 ; ..#..#.. B9D3 3C 10226 .BYTE $3C ; ..####.. B9D4 3C 10227 .BYTE $3C ; ..####.. B9D5 24 10228 .BYTE $24 ; ..#..#.. B9D6 28 10229 .BYTE $28 ; ..#.#... B9D7 38 10230 .BYTE $38 ; ..###... B9D8 38 10231 .BYTE $38 ; ..###... B9D9 28 10232 .BYTE $28 ; ..#.#... B9DA 18 10233 .BYTE $18 ; ...##... B9DB 18 10234 .BYTE $18 ; ...##... B9DC 10 10235 .BYTE $10 ; ...#.... B9DD 10 10236 .BYTE $10 ; ...#.... B9DE E0 10237 .BYTE $E0 ; ###..... B9DF F8 10238 .BYTE $F8 ; #####... B9E0 F8 10239 .BYTE $F8 ; #####... B9E1 FE 10240 .BYTE $FE ; #######. B9E2 57 10241 .BYTE $57 ; .#.#.### B9E3 FE 10242 .BYTE $FE ; #######. B9E4 F8 10243 .BYTE $F8 ; #####... B9E5 F8 10244 .BYTE $F8 ; #####... B9E6 C0 10245 .BYTE $C0 ; ##...... B9E7 C0 10246 .BYTE $C0 ; ##...... B9E8 F0 10247 .BYTE $F0 ; ####.... B9E9 C0 10248 .BYTE $C0 ; ##...... B9EA F0 10249 .BYTE $F0 ; ####.... B9EB F0 10250 .BYTE $F0 ; ####.... B9EC FC 10251 .BYTE $FC ; ######.. B9ED BE 10252 .BYTE $BE ; #.#####. B9EE FC 10253 .BYTE $FC ; ######.. B9EF F0 10254 .BYTE $F0 ; ####.... B9F0 80 10255 .BYTE $80 ; #....... B9F1 80 10256 .BYTE $80 ; #....... B9F2 C0 10257 .BYTE $C0 ; ##...... B9F3 C0 10258 .BYTE $C0 ; ##...... B9F4 F0 10259 .BYTE $F0 ; ####.... B9F5 BC 10260 .BYTE $BC ; #.####.. B9F6 F0 10261 .BYTE $F0 ; ####.... B9F7 C0 10262 .BYTE $C0 ; ##...... B9F8 07 10263 .BYTE $07 ; .....### B9F9 1F 10264 .BYTE $1F ; ...##### B9FA 1F 10265 .BYTE $1F ; ...##### B9FB 7F 10266 .BYTE $7F ; .####### B9FC EA 10267 .BYTE $EA ; ###.#.#. B9FD 7F 10268 .BYTE $7F ; .####### B9FE 1F 10269 .BYTE $1F ; ...##### B9FF 1F 10270 .BYTE $1F ; ...##### BA00 03 10271 .BYTE $03 ; ......## BA01 03 10272 .BYTE $03 ; ......## BA02 0F 10273 .BYTE $0F ; ....#### BA03 03 10274 .BYTE $03 ; ......## BA04 0F 10275 .BYTE $0F ; ....#### BA05 0F 10276 .BYTE $0F ; ....#### BA06 3F 10277 .BYTE $3F ; ..###### BA07 7D 10278 .BYTE $7D ; .#####.# BA08 3F 10279 .BYTE $3F ; ..###### BA09 0F 10280 .BYTE $0F ; ....#### BA0A 01 10281 .BYTE $01 ; .......# BA0B 01 10282 .BYTE $01 ; .......# BA0C 03 10283 .BYTE $03 ; ......## BA0D 03 10284 .BYTE $03 ; ......## BA0E 0F 10285 .BYTE $0F ; ....#### BA0F 3D 10286 .BYTE $3D ; ..####.# BA10 0F 10287 .BYTE $0F ; ....#### BA11 03 10288 .BYTE $03 ; ......## BA12 18 10289 .BYTE $18 ; ...##... BA13 3C 10290 .BYTE $3C ; ..####.. BA14 7E 10291 .BYTE $7E ; .######. BA15 7E 10292 .BYTE $7E ; .######. BA16 DB 10293 .BYTE $DB ; ##.##.## BA17 C3 10294 .BYTE $C3 ; ##....## BA18 81 10295 .BYTE $81 ; #......# BA19 81 10296 .BYTE $81 ; #......# BA1A 81 10297 .BYTE $81 ; #......# BA1B 10 10298 .BYTE $10 ; ...#.... BA1C 38 10299 .BYTE $38 ; ..###... BA1D 7C 10300 .BYTE $7C ; .#####.. BA1E 7C 10301 .BYTE $7C ; .#####.. BA1F D6 10302 .BYTE $D6 ; ##.#.##. BA20 C6 10303 .BYTE $C6 ; ##...##. BA21 82 10304 .BYTE $82 ; #.....#. BA22 82 10305 .BYTE $82 ; #.....#. BA23 18 10306 .BYTE $18 ; ...##... BA24 3C 10307 .BYTE $3C ; ..####.. BA25 3C 10308 .BYTE $3C ; ..####.. BA26 66 10309 .BYTE $66 ; .##..##. BA27 66 10310 .BYTE $66 ; .##..##. BA28 42 10311 .BYTE $42 ; .#....#. BA29 42 10312 .BYTE $42 ; .#....#. BA2A 10 10313 .BYTE $10 ; ...#.... BA2B 38 10314 .BYTE $38 ; ..###... BA2C 38 10315 .BYTE $38 ; ..###... BA2D 6C 10316 .BYTE $6C ; .##.##.. BA2E 44 10317 .BYTE $44 ; .#...#.. BA2F 44 10318 .BYTE $44 ; .#...#.. BA30 18 10319 .BYTE $18 ; ...##... BA31 3C 10320 .BYTE $3C ; ..####.. BA32 24 10321 .BYTE $24 ; ..#..#.. BA33 24 10322 .BYTE $24 ; ..#..#.. BA34 10 10323 .BYTE $10 ; ...#.... BA35 38 10324 .BYTE $38 ; ..###... BA36 28 10325 .BYTE $28 ; ..#.#... BA37 18 10326 .BYTE $18 ; ...##... BA38 3C 10327 .BYTE $3C ; ..####.. BA39 7E 10328 .BYTE $7E ; .######. BA3A FF 10329 .BYTE $FF ; ######## BA3B 18 10330 .BYTE $18 ; ...##... BA3C 18 10331 .BYTE $18 ; ...##... BA3D FF 10332 .BYTE $FF ; ######## BA3E 7E 10333 .BYTE $7E ; .######. BA3F 3C 10334 .BYTE $3C ; ..####.. BA40 18 10335 .BYTE $18 ; ...##... BA41 10 10336 .BYTE $10 ; ...#.... BA42 38 10337 .BYTE $38 ; ..###... BA43 7C 10338 .BYTE $7C ; .#####.. BA44 FE 10339 .BYTE $FE ; #######. BA45 38 10340 .BYTE $38 ; ..###... BA46 38 10341 .BYTE $38 ; ..###... BA47 FE 10342 .BYTE $FE ; #######. BA48 7C 10343 .BYTE $7C ; .#####.. BA49 38 10344 .BYTE $38 ; ..###... BA4A 10 10345 .BYTE $10 ; ...#.... BA4B 18 10346 .BYTE $18 ; ...##... BA4C 3C 10347 .BYTE $3C ; ..####.. BA4D 7E 10348 .BYTE $7E ; .######. BA4E 18 10349 .BYTE $18 ; ...##... BA4F 7E 10350 .BYTE $7E ; .######. BA50 3C 10351 .BYTE $3C ; ..####.. BA51 18 10352 .BYTE $18 ; ...##... BA52 10 10353 .BYTE $10 ; ...#.... BA53 38 10354 .BYTE $38 ; ..###... BA54 7C 10355 .BYTE $7C ; .#####.. BA55 10 10356 .BYTE $10 ; ...#.... BA56 7C 10357 .BYTE $7C ; .#####.. BA57 38 10358 .BYTE $38 ; ..###... BA58 10 10359 .BYTE $10 ; ...#.... BA59 18 10360 .BYTE $18 ; ...##... BA5A 3C 10361 .BYTE $3C ; ..####.. BA5B 18 10362 .BYTE $18 ; ...##... BA5C 3C 10363 .BYTE $3C ; ..####.. BA5D 18 10364 .BYTE $18 ; ...##... BA5E 10 10365 .BYTE $10 ; ...#.... BA5F 38 10366 .BYTE $38 ; ..###... BA60 38 10367 .BYTE $38 ; ..###... BA61 10 10368 .BYTE $10 ; ...#.... 10369 10370 ;*** Display List fragments **************************************************** 10371 ; 10372 ; LOCAL VARIABLES =1000 10373 PFMEM.C0R0 = PFMEM+0*40 ; Start address of PLAYFIELD row 0 =10C8 10374 PFMEM.C0R5 = PFMEM+5*40 ; Start address of PLAYFIELD row 5 =12A8 10375 PFMEM.C0R17 = PFMEM+17*40 ; Start address of PLAYFIELD row 17 10376 10377 ;*** Display List fragment for Control Panel Display (bottom text window) ****** BA62 8D 10378 DLSTFRAG .BYTE $8D ; GR7 + DLI BA63 00 10379 .BYTE $00 ; BLK1 BA64 464909 10380 .BYTE $46,PANELTXT ; GR1 @ PANELTXT BA67 20 10381 .BYTE $20 ; BLK3 BA68 06 10382 .BYTE $06 ; GR1 BA69 00 10383 .BYTE $00 ; BLK1 10384 10385 ;*** Display List fragment for Galactic Chart view ***************************** BA6A 012EA1 10386 DLSTFRAGGC .BYTE $01,DLSTGC ; JMP @ DLSTGC 10387 10388 ;*** Display List fragment for Long-Range Scan view **************************** BA6D 00 10389 DLSTFRAGLRS .BYTE $00 ; BLK1 BA6E 00 10390 .BYTE $00 ; BLK1 BA6F 46F8A0 10391 .BYTE $46,LRSHEADER ; GR1 @ LRSHEADER BA72 4DC810 10392 .BYTE $4D,PFMEM.C0R5 ; GR7 @ PFMEM.C0R5 10393 10394 ;*** Display List fragment for Aft view **************************************** BA75 00 10395 DLSTFRAGAFT .BYTE $00 ; BLK1 BA76 00 10396 .BYTE $00 ; BLK1 BA77 4609A1 10397 .BYTE $46,AFTHEADER ; GR1 @ AFTHEADER BA7A 4DC810 10398 .BYTE $4D,PFMEM.C0R5 ; GR7 @ PFMEM.C0R5 10399 10400 ;*** Display List fragment for Front view and Title text line ****************** BA7D 4D0010 10401 DLSTFRAGFRONT .BYTE $4D,PFMEM.C0R0 ; GR7 @ PFMEM.C0R0 BA80 0D 10402 .BYTE $0D ; GR7 BA81 0D 10403 .BYTE $0D ; GR7 BA82 0D 10404 .BYTE $0D ; GR7 BA83 0D 10405 .BYTE $0D ; GR7 BA84 0D 10406 .BYTE $0D ; GR7 BA85 30 10407 .BYTE $30 ; BLK4 BA86 461F0D 10408 .BYTE $46,TITLETXT ; GR1 @ TITLETXT BA89 4DA812 10409 .BYTE $4D,PFMEM.C0R17 ; GR7 @ PFMEM.C0R17 10410 10411 ;*** Display List fragment offsets relative to DLSTFRAG ************************ BA8C 1B 10412 DLSTFRAGOFFTAB .BYTE DLSTFRAGFRONT-DLSTFRAG ; Front view BA8D 13 10413 .BYTE DLSTFRAGAFT-DLSTFRAG ; Aft view BA8E 0B 10414 .BYTE DLSTFRAGLRS-DLSTFRAG ; Long-Range Scan view BA8F 08 10415 .BYTE DLSTFRAGGC-DLSTFRAG ; Galactic Chart view 10416 10417 ;*** 1-byte bit patterns for 4 pixels of same color for PLAYFIELD space objects BA90 FF 10418 FOURCOLORPIXEL .BYTE $FF ; COLOR3 BA91 FF 10419 .BYTE $FF ; COLOR3 BA92 FF 10420 .BYTE $FF ; COLOR3 BA93 FF 10421 .BYTE $FF ; COLOR3 BA94 AA 10422 .BYTE $AA ; COLOR2 BA95 FF 10423 .BYTE $FF ; COLOR3 BA96 AA 10424 .BYTE $AA ; COLOR2 BA97 FF 10425 .BYTE $FF ; COLOR3 BA98 AA 10426 .BYTE $AA ; COLOR2 BA99 AA 10427 .BYTE $AA ; COLOR2 BA9A AA 10428 .BYTE $AA ; COLOR2 BA9B FF 10429 .BYTE $FF ; COLOR3 BA9C AA 10430 .BYTE $AA ; COLOR2 BA9D AA 10431 .BYTE $AA ; COLOR2 BA9E AA 10432 .BYTE $AA ; COLOR2 BA9F AA 10433 .BYTE $AA ; COLOR2 BAA0 AA 10434 .BYTE $AA ; COLOR2 BAA1 AA 10435 .BYTE $AA ; COLOR2 BAA2 AA 10436 .BYTE $AA ; COLOR2 BAA3 55 10437 .BYTE $55 ; COLOR1 BAA4 55 10438 .BYTE $55 ; COLOR1 BAA5 AA 10439 .BYTE $AA ; COLOR2 BAA6 55 10440 .BYTE $55 ; COLOR1 BAA7 AA 10441 .BYTE $AA ; COLOR2 BAA8 55 10442 .BYTE $55 ; COLOR1 BAA9 55 10443 .BYTE $55 ; COLOR1 BAAA 55 10444 .BYTE $55 ; COLOR1 BAAB AA 10445 .BYTE $AA ; COLOR2 BAAC 55 10446 .BYTE $55 ; COLOR1 BAAD 55 10447 .BYTE $55 ; COLOR1 BAAE 55 10448 .BYTE $55 ; COLOR1 BAAF 55 10449 .BYTE $55 ; COLOR1 10450 10451 ;*** Masks to filter 1 pixel (2 bits) from 4 pixels (1 byte of PLAYFIELD memory) BAB0 C0 10452 PIXELMASKTAB .BYTE $C0 ; ##...... BAB1 30 10453 .BYTE $30 ; ..##.... BAB2 0C 10454 .BYTE $0C ; ....##.. BAB3 03 10455 .BYTE $03 ; ......## 10456 10457 ;*** Velocity table ************************************************************ BAB4 00 10458 VELOCITYTAB .BYTE 0 ; Speed 0 = 0 BAB5 01 10459 .BYTE 1 ; Speed 1 = 1 BAB6 02 10460 .BYTE 2 ; Speed 2 = 2 BAB7 04 10461 .BYTE 4 ; Speed 3 = 4 BAB8 08 10462 .BYTE 8 ; Speed 4 = 8 BAB9 10 10463 .BYTE 16 ; Speed 5 = 16 BABA 20 10464 .BYTE 32 ; Speed 6 = 32 BABB 40 10465 .BYTE 64 ; Speed 7 = 64 BABC 60 10466 .BYTE 96 ; Speed 8 = 96 BABD 70 10467 .BYTE 112 ; Speed 9 = 112 10468 10469 ;*** Keyboard code lookup table ************************************************ BABE F2 10470 KEYTAB .BYTE $F2 ; '0' - Speed 0 BABF DF 10471 .BYTE $DF ; '1' - Speed 1 BAC0 DE 10472 .BYTE $DE ; '2' - Speed 2 BAC1 DA 10473 .BYTE $DA ; '3' - Speed 3 BAC2 D8 10474 .BYTE $D8 ; '4' - Speed 4 BAC3 DD 10475 .BYTE $DD ; '5' - Speed 5 BAC4 DB 10476 .BYTE $DB ; '6' - Speed 6 BAC5 F3 10477 .BYTE $F3 ; '7' - Speed 7 BAC6 F5 10478 .BYTE $F5 ; '8' - Speed 8 BAC7 F0 10479 .BYTE $F0 ; '9' - Speed 9 BAC8 F8 10480 .BYTE $F8 ; 'F' - Front view BAC9 FF 10481 .BYTE $FF ; 'A' - Aft view BACA C0 10482 .BYTE $C0 ; 'L' - Long-Range Scan view BACB FD 10483 .BYTE $FD ; 'G' - Galactic Chart view BACC ED 10484 .BYTE $ED ; 'T' - Tracking on/off BACD FE 10485 .BYTE $FE ; 'S' - Shields on/off BACE D2 10486 .BYTE $D2 ; 'C' - Attack Computer on/off BACF F9 10487 .BYTE $F9 ; 'H' - Hyperwarp BAD0 E5 10488 .BYTE $E5 ; 'M' - Manual Target Selector BAD1 CA 10489 .BYTE $CA ; 'P' - Pause BAD2 E7 10490 .BYTE $E7 ; 'INV' - Abort Mission 10491 10492 ;*** Engines energy drain rates per game loop iteration in energy subunits ***** BAD3 00 10493 DRAINRATETAB .BYTE 0 ; BAD4 04 10494 .BYTE 4 ; BAD5 06 10495 .BYTE 6 ; BAD6 08 10496 .BYTE 8 ; BAD7 0A 10497 .BYTE 10 ; BAD8 0C 10498 .BYTE 12 ; BAD9 0E 10499 .BYTE 14 ; BADA 1E 10500 .BYTE 30 ; BADB 2D 10501 .BYTE 45 ; BADC 3C 10502 .BYTE 60 ; 10503 10504 ;*** Hyperwarp energy depending on distance ************************************ BADD 0A 10505 WARPENERGYTAB .BYTE 10 ; = 100 energy units BADE 0D 10506 .BYTE 13 ; = 130 energy units BADF 10 10507 .BYTE 16 ; = 160 energy units BAE0 14 10508 .BYTE 20 ; = 200 energy units BAE1 17 10509 .BYTE 23 ; = 230 energy units BAE2 32 10510 .BYTE 50 ; = 500 energy units BAE3 46 10511 .BYTE 70 ; = 700 energy units BAE4 50 10512 .BYTE 80 ; = 800 energy units BAE5 5A 10513 .BYTE 90 ; = 900 energy units BAE6 78 10514 .BYTE 120 ; = 1200 energy units BAE7 7D 10515 .BYTE 125 ; = 1250 energy units BAE8 82 10516 .BYTE 130 ; = 1300 energy units BAE9 87 10517 .BYTE 135 ; = 1350 energy units BAEA 8C 10518 .BYTE 140 ; = 1400 energy units BAEB 9B 10519 .BYTE 155 ; = 1550 energy units BAEC AA 10520 .BYTE 170 ; = 1700 energy units BAED B8 10521 .BYTE 184 ; = 1840 energy units BAEE C8 10522 .BYTE 200 ; = 2000 energy units BAEF D0 10523 .BYTE 208 ; = 2080 energy units BAF0 D8 10524 .BYTE 216 ; = 2160 energy units BAF1 DF 10525 .BYTE 223 ; = 2230 energy units BAF2 E8 10526 .BYTE 232 ; = 2320 energy units BAF3 F1 10527 .BYTE 241 ; = 2410 energy units BAF4 FA 10528 .BYTE 250 ; = 2500 energy units 10529 10530 ;*** Joystick increments ******************************************************* BAF5 00 10531 STICKINCTAB .BYTE 0 ; Centered BAF6 01 10532 .BYTE 1 ; Right or up BAF7 FF 10533 .BYTE -1 ; Left or down BAF8 00 10534 .BYTE 0 ; Centered 10535 10536 ;*** 3-byte elements to draw cross hairs and Attack Computer Display *********** 10537 ; Byte 1 : Pixel column number of line start 10538 ; Byte 2 : Pixel row number of line start 10539 ; Byte 3 : B7 = 0 -> Draw line to the right 10540 ; B7 = 1 -> Draw line down 10541 ; B6..0 -> Length of line in pixels. Possible values are: 0..127. 10542 ; 10543 ; # 10544 ; # 4 10545 ; # ############################## 10546 ; #1 # # # 10547 ; # # #11 # 10548 ; # # # # 10549 ; # #5 # 8 #6 10550 ; # ############### # 10551 ; # # # # 10552 ; 15 16 # 7 # # 10 # 10553 ; ############### ############### ######## ######### 10554 ; # #12 # # 10555 ; # # #13 # 10556 ; # ############### # 10557 ; # # 9 # # 10558 ; # # # # 10559 ; # # #14 # 10560 ; # # 3 # # 10561 ; #2 ############################## 10562 ; # 10563 ; # 10564 ; 10565 ; Front/Aft Cross Hairs Attack Computer Display 10566 ; 10567 ; LOCAL VARIABLES =0080 10568 DOWN = $80 =0000 10569 RIGHT = $00 10570 BAF9 502887 10571 DRAWLINESTAB .BYTE 80,40,DOWN!7 ; Line 1 BAFC 503687 10572 .BYTE 80,54,DOWN!7 ; Line 2 10573 BAFF 77461E 10574 .BYTE 119,70,RIGHT!30 ; Line 3 BB02 77561E 10575 .BYTE 119,86,RIGHT!30 ; Line 4 BB05 774691 10576 .BYTE 119,70,DOWN!17 ; Line 5 BB08 944691 10577 .BYTE 148,70,DOWN!17 ; Line 6 BB0B 784E06 10578 .BYTE 120,78,RIGHT!6 ; Line 7 BB0E 7E4B0F 10579 .BYTE 126,75,RIGHT!15 ; Line 8 BB11 7E510F 10580 .BYTE 126,81,RIGHT!15 ; Line 9 BB14 8D4E07 10581 .BYTE 141,78,RIGHT!7 ; Line 10 BB17 854784 10582 .BYTE 133,71,DOWN!4 ; Line 11 BB1A 7E4C85 10583 .BYTE 126,76,DOWN!5 ; Line 12 BB1D 8C4C85 10584 .BYTE 140,76,DOWN!5 ; Line 13 BB20 855284 10585 .BYTE 133,82,DOWN!4 ; Line 14 10586 BB23 3E320F 10587 .BYTE 62,50,RIGHT!15 ; Line 15 BB26 54320F 10588 .BYTE 84,50,RIGHT!15 ; Line 16 BB29 FE 10589 .BYTE $FE ; End marker 10590 10591 ;*** 3-byte elements to draw our starship's shape in Long-Range Scan view ****** 10592 ; 10593 ; Line 17 18 19 20 21 10594 ; ## 10595 ; ## 10596 ; ## ## ## 10597 ; ## ## ## ## ## 10598 ; ## ## ## 10599 BB2A 4E3582 10600 .BYTE 78,53,DOWN!2 ; Line 17 BB2D 4F3482 10601 .BYTE 79,52,DOWN!2 ; Line 18 BB30 503285 10602 .BYTE 80,50,DOWN!5 ; Line 19 BB33 513482 10603 .BYTE 81,52,DOWN!2 ; Line 20 BB36 523582 10604 .BYTE 82,53,DOWN!2 ; Line 21 BB39 FE 10605 .BYTE $FE ; End marker 10606 10607 ;*** Initial x and y coordinates of a star during hyperwarp ******************** 10608 ; The following two tables are used to determine the initial x and y coordinates 10609 ; (high byte) of a star during hyperwarp. An index in 0..3 picks both the x and 10610 ; y coordinate, thus 4 pairs of coordinates are possible: 10611 ; 10612 ; Y +-------+----------------------------+----------------------------+ 10613 ; ^ | Index | x-coordinate | y-coordinate | 10614 ; | +-------+----------------------------+----------------------------+ 10615 ; |.32. | 0 | +1024..+1279 (+$04**) | +512..+767 (+$02**) | 10616 ; |...1 | 1 | +1024..+1279 (+$04**) | +768..+1023 (+$03**) | 10617 ; |...0 | 2 | +768..+1023 (+$03**) | +1024..+1279 (+$04**) | 10618 ; |.... | 3 | +512..+767 (+$02**) | +1024..+1279 (+$04**) | 10619 ; 0----->X +-------+----------------------------+----------------------------+ 10620 10621 ;*** Initial x-coordinate (high byte) of star in hyperwarp ********************* BB3A 04 10622 WARPSTARXTAB .BYTE $04 ; +1024..+1279 (+$04**) BB3B 04 10623 .BYTE $04 ; +1024..+1279 (+$04**) BB3C 03 10624 .BYTE $03 ; +768..+1023 (+$03**) BB3D 02 10625 .BYTE $02 ; +512..+767 (+$02**) 10626 10627 ;*** Initial y-coordinate (high byte) of star in hyperwarp ********************* BB3E 02 10628 WARPSTARYTAB .BYTE $02 ; +512..+767 (+$02**) BB3F 03 10629 .BYTE $03 ; +768..+1023 (+$03**) BB40 04 10630 .BYTE $04 ; +1024..+1279 (+$04**) BB41 04 10631 .BYTE $04 ; +1024..+1279 (+$04**) 10632 10633 ;*** Text of Control Panel Display (encoded in custom character set) *********** 10634 ; Row 1: "V:00 K:00 E:9999 T:0" 10635 ; Row 2: " O:-00 O:-00 R:-000 " 10636 BB42 12 10637 PANELTXTTAB .BYTE CCS.V BB43 0B 10638 .BYTE CCS.COLON BB44 00 10639 .BYTE CCS.0 BB45 00 10640 .BYTE CCS.0 BB46 0A 10641 .BYTE CCS.SPC BB47 55 10642 .BYTE CCS.COL1!CCS.K BB48 4B 10643 .BYTE CCS.COL1!CCS.COLON BB49 40 10644 .BYTE CCS.COL1!CCS.0 BB4A 40 10645 .BYTE CCS.COL1!CCS.0 BB4B 0A 10646 .BYTE CCS.SPC BB4C 8D 10647 .BYTE CCS.COL2!CCS.E BB4D 8B 10648 .BYTE CCS.COL2!CCS.COLON BB4E 89 10649 .BYTE CCS.COL2!CCS.9 BB4F 89 10650 .BYTE CCS.COL2!CCS.9 BB50 89 10651 .BYTE CCS.COL2!CCS.9 BB51 89 10652 .BYTE CCS.COL2!CCS.9 BB52 0A 10653 .BYTE CCS.SPC BB53 16 10654 .BYTE CCS.T BB54 0B 10655 .BYTE CCS.COLON BB55 00 10656 .BYTE CCS.0 10657 BB56 0A 10658 .BYTE CCS.SPC BB57 14 10659 .BYTE CCS.THETA BB58 0B 10660 .BYTE CCS.COLON BB59 0F 10661 .BYTE CCS.MINUS BB5A 00 10662 .BYTE CCS.0 BB5B 00 10663 .BYTE CCS.0 BB5C 0A 10664 .BYTE CCS.SPC BB5D 51 10665 .BYTE CCS.COL1!CCS.PHI BB5E 4B 10666 .BYTE CCS.COL1!CCS.COLON BB5F 0F 10667 .BYTE CCS.MINUS BB60 00 10668 .BYTE CCS.0 BB61 00 10669 .BYTE CCS.0 BB62 0A 10670 .BYTE CCS.SPC BB63 93 10671 .BYTE CCS.COL2!CCS.R BB64 8B 10672 .BYTE CCS.COL2!CCS.COLON BB65 0F 10673 .BYTE CCS.MINUS BB66 00 10674 .BYTE CCS.0 BB67 00 10675 .BYTE CCS.0 BB68 00 10676 .BYTE CCS.0 BB69 0A 10677 .BYTE CCS.SPC 10678 10679 ;*** Text of Galactic Chart Panel Display ************************************** 10680 ; Row 1: "WARP ENERGY: 0 " 10681 ; Row 2: "TARGETS: DC:PESCLR " 10682 ; Row 3: "STAR DATE:00.00 " 10683 BB6A 37 10684 .BYTE ROM.W BB6B 21 10685 .BYTE ROM.A BB6C 32 10686 .BYTE ROM.R BB6D 30 10687 .BYTE ROM.P BB6E 00 10688 .BYTE ROM.SPC BB6F 25 10689 .BYTE ROM.E BB70 2E 10690 .BYTE ROM.N BB71 25 10691 .BYTE ROM.E BB72 32 10692 .BYTE ROM.R BB73 27 10693 .BYTE ROM.G BB74 39 10694 .BYTE ROM.Y BB75 1A 10695 .BYTE ROM.COLON BB76 00 10696 .BYTE ROM.SPC BB77 00 10697 .BYTE ROM.SPC BB78 00 10698 .BYTE ROM.SPC BB79 10 10699 .BYTE ROM.0 BB7A 00 10700 .BYTE ROM.SPC BB7B 00 10701 .BYTE ROM.SPC BB7C 00 10702 .BYTE ROM.SPC BB7D 00 10703 .BYTE ROM.SPC 10704 BB7E B4 10705 .BYTE CCS.COL2!ROM.T BB7F A1 10706 .BYTE CCS.COL2!ROM.A BB80 B2 10707 .BYTE CCS.COL2!ROM.R BB81 A7 10708 .BYTE CCS.COL2!ROM.G BB82 A5 10709 .BYTE CCS.COL2!ROM.E BB83 B4 10710 .BYTE CCS.COL2!ROM.T BB84 B3 10711 .BYTE CCS.COL2!ROM.S BB85 9A 10712 .BYTE CCS.COL2!ROM.COLON BB86 00 10713 .BYTE ROM.SPC BB87 00 10714 .BYTE ROM.SPC BB88 24 10715 .BYTE ROM.D BB89 23 10716 .BYTE ROM.C BB8A 1A 10717 .BYTE ROM.COLON BB8B 30 10718 .BYTE ROM.P BB8C 25 10719 .BYTE ROM.E BB8D 33 10720 .BYTE ROM.S BB8E 23 10721 .BYTE ROM.C BB8F 2C 10722 .BYTE ROM.L BB90 32 10723 .BYTE ROM.R BB91 00 10724 .BYTE ROM.SPC 10725 BB92 F3 10726 .BYTE CCS.COL3!ROM.S BB93 F4 10727 .BYTE CCS.COL3!ROM.T BB94 E1 10728 .BYTE CCS.COL3!ROM.A BB95 F2 10729 .BYTE CCS.COL3!ROM.R BB96 00 10730 .BYTE ROM.SPC BB97 E4 10731 .BYTE CCS.COL3!ROM.D BB98 E1 10732 .BYTE CCS.COL3!ROM.A BB99 F4 10733 .BYTE CCS.COL3!ROM.T BB9A E5 10734 .BYTE CCS.COL3!ROM.E BB9B DA 10735 .BYTE CCS.COL3!ROM.COLON BB9C D0 10736 .BYTE CCS.COL3!ROM.0 BB9D D0 10737 .BYTE CCS.COL3!ROM.0 BB9E CE 10738 .BYTE CCS.COL3!ROM.DOT BB9F D0 10739 .BYTE CCS.COL3!ROM.0 BBA0 D0 10740 .BYTE CCS.COL3!ROM.0 BBA1 00 10741 .BYTE ROM.SPC BBA2 00 10742 .BYTE ROM.SPC BBA3 00 10743 .BYTE ROM.SPC BBA4 00 10744 .BYTE ROM.SPC BBA5 00 10745 .BYTE ROM.SPC 10746 10747 ;*** Galactic Chart sector type table ****************************************** BBA6 CF 10748 SECTORTYPETAB .BYTE $CF ; Starbase BBA7 04 10749 .BYTE $04 ; 4 Zylon ships BBA8 03 10750 .BYTE $03 ; 3 Zylon ships BBA9 02 10751 .BYTE $02 ; 1 or 2 Zylon ships 10752 10753 ;*** Phrase table ************************************************************** 10754 ; Phrases consist of phrase tokens. These are bytes that encode words, segments 10755 ; (multiple words that fit into a single line of text), and how they are displayed. 10756 ; 10757 ; LOCAL VARIABLES =0040 10758 EOP = $40 ; End of phrase =0080 10759 EOS = $80 ; End of segment =00C0 10760 LONG = $C0 ; Display title phrase for a long time 10761 10762 ; Title Phrase Offset, Text BBAA 00 10763 PHRASETAB .BYTE $00 ; (unused) BBAB 050642 10764 .BYTE $05,$06,$02!EOP ; $01 "ATTACK COMPUTER ON" BBAE 050643 10765 .BYTE $05,$06,$03!EOP ; $04 "ATTACK COMPUTER OFF" BBB1 0442 10766 .BYTE $04,$02!EOP ; $07 "SHIELDS ON" BBB3 0443 10767 .BYTE $04,$03!EOP ; $09 "SHIELDS OFF" BBB5 060742 10768 .BYTE $06,$07,$02!EOP ; $0B "COMPUTER TRACKING ON" BBB8 0743 10769 .BYTE $07,$03!EOP ; $0E "TRACKING OFF" BBBA 48 10770 .BYTE $08!EOP ; $10 "WHATS WRONG?" BBBB 094A 10771 .BYTE $09,$0A!EOP ; $11 "HYPERWARP ENGAGED" BBBD 0BCD 10772 .BYTE $0B,$0D!LONG ; $13 "STARBASE SURROUNDED" BBBF 0BCC 10773 .BYTE $0B,$0C!LONG ; $15 "STARBASE DESTROYED" BBC1 094E 10774 .BYTE $09,$0E!EOP ; $17 "HYPERWARP ABORTED" BBC3 094F 10775 .BYTE $09,$0F!EOP ; $19 "HYPERWARP COMPLETE" BBC5 D0 10776 .BYTE $10!LONG ; $1B "HYPERSPACE" BBC6 1192 10777 .BYTE $11,$12!EOS ; $1C "ORBIT ESTABLISHED" BBC8 56 10778 .BYTE $16!EOP ; $1E "STANDBY" BBC9 134E 10779 .BYTE $13,$0E!EOP ; $1F "DOCKING ABORTED" BBCB 154F 10780 .BYTE $15,$0F!EOP ; $21 "TRANSFER COMPLETE" BBCD B8 10781 .BYTE $38!EOS ; $23 " " BBCE 97 10782 .BYTE $17!EOS ; $24 "STAR FLEET TO" BBCF 99 10783 .BYTE $19!EOS ; $25 "ALL UNITS" BBD0 98 10784 .BYTE $18!EOS ; $26 "STAR CRUISER 7" BBD1 8C 10785 .BYTE $0C!EOS ; $27 "DESTROYED" BBD2 9D 10786 .BYTE $1D!EOS ; $28 "BY ZYLON FIRE" BBD3 1E9F 10787 .BYTE $1E,$1F!EOS ; $29 "POSTHUMOUS RANK IS:" BBD5 FD 10788 .BYTE $FD ; $2B "" BBD6 25FC 10789 .BYTE $25,$FC ; $2C "CLASS " BBD8 78 10790 .BYTE $38!EOP ; $2E " " BBD9 9B 10791 .BYTE $1B!EOS ; $2F "STAR RAIDERS" BBDA 60 10792 .BYTE $20!EOP ; $30 "COPYRIGHT ATARI 1979" BBDB B8 10793 .BYTE $38!EOS ; $31 " " BBDC 97 10794 .BYTE $17!EOS ; $32 "STAR FLEET TO" BBDD 98 10795 .BYTE $18!EOS ; $33 "STAR CRUISER 7" BBDE 1A8E 10796 .BYTE $1A,$0E!EOS ; $34 "MISSION ABORTED" BBE0 1C94 10797 .BYTE $1C,$14!EOS ; $36 "ZERO ENERGY" BBE2 249F 10798 .BYTE $24,$1F!EOS ; $38 "NEW RANK IS" BBE4 FD 10799 .BYTE $FD ; $3A "" BBE5 25FC 10800 .BYTE $25,$FC ; $3B "CLASS " BBE7 A7 10801 .BYTE $27!EOS ; $3D "REPORT TO BASE" BBE8 68 10802 .BYTE $28!EOP ; $3E "FOR TRAINING" BBE9 B8 10803 .BYTE $38!EOS ; $3F " " BBEA 97 10804 .BYTE $17!EOS ; $40 "STAR FLEET TO" BBEB 98 10805 .BYTE $18!EOS ; $41 "STAR CRUISER 7" BBEC 1A8F 10806 .BYTE $1A,$0F!EOS ; $42 "MISSION COMPLETE" BBEE 249F 10807 .BYTE $24,$1F!EOS ; $44 "NEW RANK IS:" BBF0 FD 10808 .BYTE $FD ; $46 "" BBF1 25FC 10809 .BYTE $25,$FC ; $47 "CLASS " BBF3 66 10810 .BYTE $26!EOP ; $49 "CONGRATULATIONS" BBF4 2C5A 10811 .BYTE $2C,$1A!EOP ; $4A "NOVICE MISSION" BBF6 2E5A 10812 .BYTE $2E,$1A!EOP ; $4C "PILOT MISSION" BBF8 315A 10813 .BYTE $31,$1A!EOP ; $4E "WARRIOR MISSION" BBFA 335A 10814 .BYTE $33,$1A!EOP ; $50 "COMMANDER MISSION" BBFC B8 10815 .BYTE $38!EOS ; $52 " " BBFD 3476 10816 .BYTE $34,$36!EOP ; $53 "DAMAGE CONTROL" BBFF 37B5 10817 .BYTE $37,$35!EOS ; $55 "PHOTONS DAMAGED" BC01 78 10818 .BYTE $38!EOP ; $57 " " BC02 378C 10819 .BYTE $37,$0C!EOS ; $58 "PHOTONS DESTROYED" BC04 78 10820 .BYTE $38!EOP ; $5A " " BC05 23B5 10821 .BYTE $23,$35!EOS ; $5B "ENGINES DAMAGED" BC07 78 10822 .BYTE $38!EOP ; $5D " " BC08 238C 10823 .BYTE $23,$0C!EOS ; $5E "ENGINES DESTROYED" BC0A 78 10824 .BYTE $38!EOP ; $60 " " BC0B 04B5 10825 .BYTE $04,$35!EOS ; $61 "SHIELDS DAMAGED" BC0D 78 10826 .BYTE $38!EOP ; $63 " " BC0E 048C 10827 .BYTE $04,$0C!EOS ; $64 "SHIELDS DESTROYED" BC10 78 10828 .BYTE $38!EOP ; $66 " " BC11 06B5 10829 .BYTE $06,$35!EOS ; $67 "COMPUTER DAMAGED" BC13 78 10830 .BYTE $38!EOP ; $69 " " BC14 068C 10831 .BYTE $06,$0C!EOS ; $6A "COMPUTER DESTROYED" BC16 78 10832 .BYTE $38!EOP ; $6C " " BC17 A2 10833 .BYTE $22!EOS ; $6D "SECTOR SCAN" BC18 75 10834 .BYTE $35!EOP ; $6E "DAMAGED" BC19 A2 10835 .BYTE $22!EOS ; $6F "SECTOR SCAN" BC1A 4C 10836 .BYTE $0C!EOP ; $70 "DESTROYED" BC1B A1 10837 .BYTE $21!EOS ; $71 "SUB-SPACE RADIO" BC1C 75 10838 .BYTE $35!EOP ; $72 "DAMAGED" BC1D A1 10839 .BYTE $21!EOS ; $73 "SUB-SPACE RADIO" BC1E 4C 10840 .BYTE $0C!EOP ; $74 "DESTROYED" BC1F C1 10841 .BYTE $01!LONG ; $75 "RED ALERT" BC20 B8 10842 .BYTE $38!EOS ; $76 " " BC21 97 10843 .BYTE $17!EOS ; $77 "STAR FLEET TO" BC22 98 10844 .BYTE $18!EOS ; $78 "STAR CRUISER 7" BC23 1A8E 10845 .BYTE $1A,$0E!EOS ; $79 "MISSION ABORTED" BC25 249F 10846 .BYTE $24,$1F!EOS ; $7B "NEW RANK IS:" BC27 FD 10847 .BYTE $FD ; $7D "" BC28 25FC 10848 .BYTE $25,$FC ; $7E "CLASS " BC2A 66 10849 .BYTE $26!EOP ; $80 "CONGRATULATIONS" 10850 10851 ;*** Word table **************************************************************** 10852 ; Bit B7 of the first byte of a word is the end-of-word marker of the preceding 10853 ; word 10854 ; 10855 ; LOCAL VARIABLES =0080 10856 EOW = $80 ; End of word 10857 BC2B A0202020 10858 WORDTAB .BYTE EOW!$20," RED ALERT" ; Word $01 BC2F 20524544 BC33 20414C45 BC37 5254 BC39 CF4E 10859 .BYTE EOW!'O,"N" ; Word $02 BC3B CF4646 10860 .BYTE EOW!'O,"FF" ; Word $03 BC3E D3484945 10861 .BYTE EOW!'S,"HIELDS" ; Word $04 BC42 4C4453 BC45 C1545441 10862 .BYTE EOW!'A,"TTACK" ; Word $05 BC49 434B BC4B C34F4D50 10863 .BYTE EOW!'C,"OMPUTER" ; Word $06 BC4F 55544552 BC53 D4524143 10864 .BYTE EOW!'T,"RACKING" ; Word $07 BC57 4B494E47 BC5B D7484154 10865 .BYTE EOW!'W,"HATS WRONG?" ; Word $08 BC5F 53205752 BC63 4F4E473F BC67 C8595045 10866 .BYTE EOW!'H,"YPERWARP" ; Word $09 BC6B 52574152 BC6F 50 BC70 C54E4741 10867 .BYTE EOW!'E,"NGAGED" ; Word $0A BC74 474544 BC77 D3544152 10868 .BYTE EOW!'S,"TARBASE" ; Word $0B BC7B 42415345 BC7F C4455354 10869 .BYTE EOW!'D,"ESTROYED" ; Word $0C BC83 524F5945 BC87 44 BC88 D3555252 10870 .BYTE EOW!'S,"URROUNDED" ; Word $0D BC8C 4F554E44 BC90 4544 BC92 C1424F52 10871 .BYTE EOW!'A,"BORTED" ; Word $0E BC96 544544 BC99 C34F4D50 10872 .BYTE EOW!'C,"OMPLETE" ; Word $0F BC9D 4C455445 BCA1 C8595045 10873 .BYTE EOW!'H,"YPERSPACE" ; Word $10 BCA5 52535041 BCA9 4345 BCAB CF524249 10874 .BYTE EOW!'O,"RBIT" ; Word $11 BCAF 54 BCB0 C5535441 10875 .BYTE EOW!'E,"STABLISHED" ; Word $12 BCB4 424C4953 BCB8 484544 BCBB C44F434B 10876 .BYTE EOW!'D,"OCKING" ; Word $13 BCBF 494E47 BCC2 C54E4552 10877 .BYTE EOW!'E,"NERGY" ; Word $14 BCC6 4759 BCC8 D452414E 10878 .BYTE EOW!'T,"RANSFER" ; Word $15 BCCC 53464552 BCD0 D354414E 10879 .BYTE EOW!'S,"TANDBY" ; Word $16 BCD4 444259 BCD7 D3544152 10880 .BYTE EOW!'S,"TAR FLEET TO" ; Word $17 BCDB 20464C45 BCDF 45542054 BCE3 4F BCE4 D3544152 10881 .BYTE EOW!'S,"TAR CRUISER 7" ; Word $18 BCE8 20435255 BCEC 49534552 BCF0 2037 BCF2 C14C4C20 10882 .BYTE EOW!'A,"LL UNITS" ; Word $19 BCF6 554E4954 BCFA 53 BCFB CD495353 10883 .BYTE EOW!'M,"ISSION" ; Word $1A BCFF 494F4E BD02 A0202020 10884 .BYTE EOW!$20," STAR RAIDERS" ; Word $1B BD06 53544152 BD0A 20524149 BD0E 44455253 BD12 DA45524F 10885 .BYTE EOW!'Z,"ERO" ; Word $1C BD16 C259205A 10886 .BYTE EOW!'B,"Y ZYLON FIRE" ; Word $1D BD1A 594C4F4E BD1E 20464952 BD22 45 BD23 D04F5354 10887 .BYTE EOW!'P,"OSTHUMOUS" ; Word $1E BD27 48554D4F BD2B 5553 BD2D D2414E4B 10888 .BYTE EOW!'R,"ANK IS:" ; Word $1F BD31 2049533A BD35 C34F5059 10889 .BYTE EOW!'C,"OPYRIGHT ATARI 1979" ; Word $20 BD39 52494748 BD3D 54204154 BD41 41524920 BD45 31393739 BD49 D355422D 10890 .BYTE EOW!'S,"UB-SPACE RADIO" ; Word $21 BD4D 53504143 BD51 45205241 BD55 44494F BD58 D3454354 10891 .BYTE EOW!'S,"ECTOR SCAN" ; Word $22 BD5C 4F522053 BD60 43414E BD63 C54E4749 10892 .BYTE EOW!'E,"NGINES" ; Word $23 BD67 4E4553 BD6A CE4557 10893 .BYTE EOW!'N,"EW" ; Word $24 BD6D C34C4153 10894 .BYTE EOW!'C,"LASS" ; Word $25 BD71 53 BD72 C34F4E47 10895 .BYTE EOW!'C,"ONGRATULATIONS" ; Word $26 BD76 52415455 BD7A 4C415449 BD7E 4F4E53 BD81 D245504F 10896 .BYTE EOW!'R,"EPORT TO BASE" ; Word $27 BD85 52542054 BD89 4F204241 BD8D 5345 BD8F C64F5220 10897 .BYTE EOW!'F,"OR TRAINING" ; Word $28 BD93 54524149 BD97 4E494E47 BD9B C7414C41 10898 .BYTE EOW!'G,"ALACTIC COOK" ; Word $29 BD9F 43544943 BDA3 20434F4F BDA7 4B BDA8 C7415242 10899 .BYTE EOW!'G,"ARBAGE SCOW CAPTAIN" ; Word $2A BDAC 41474520 BDB0 53434F57 BDB4 20434150 BDB8 5441494E BDBC D24F4F4B 10900 .BYTE EOW!'R,"OOKIE" ; Word $2B BDC0 4945 BDC2 CE4F5649 10901 .BYTE EOW!'N,"OVICE" ; Word $2C BDC6 4345 BDC8 C54E5349 10902 .BYTE EOW!'E,"NSIGN" ; Word $2D BDCC 474E BDCE D0494C4F 10903 .BYTE EOW!'P,"ILOT" ; Word $2E BDD2 54 BDD3 C14345 10904 .BYTE EOW!'A,"CE" ; Word $2F BDD6 CC494555 10905 .BYTE EOW!'L,"IEUTENANT" ; Word $30 BDDA 54454E41 BDDE 4E54 BDE0 D7415252 10906 .BYTE EOW!'W,"ARRIOR" ; Word $31 BDE4 494F52 BDE7 C3415054 10907 .BYTE EOW!'C,"APTAIN" ; Word $32 BDEB 41494E BDEE C34F4D4D 10908 .BYTE EOW!'C,"OMMANDER" ; Word $33 BDF2 414E4445 BDF6 52 BDF7 C4414D41 10909 .BYTE EOW!'D,"AMAGE" ; Word $34 BDFB 4745 BDFD C4414D41 10910 .BYTE EOW!'D,"AMAGED" ; Word $35 BE01 474544 BE04 C34F4E54 10911 .BYTE EOW!'C,"ONTROL" ; Word $36 BE08 524F4C BE0B D0484F54 10912 .BYTE EOW!'P,"HOTONS" ; Word $37 BE0F 4F4E53 BE12 A0 10913 .BYTE EOW!$20 ; Word $38 BE13 D3544152 10914 .BYTE EOW!'S,"TAR COMMANDER" ; Word $39 BE17 20434F4D BE1B 4D414E44 BE1F 4552 BE21 80 10915 .BYTE EOW!$00 ; 10916 10917 ;*** View modes **************************************************************** BE22 00 10918 VIEWMODETAB .BYTE $00 ; Front view BE23 01 10919 .BYTE $01 ; Aft view BE24 40 10920 .BYTE $40 ; Long-Range Scan view BE25 80 10921 .BYTE $80 ; Galactic Chart view 10922 10923 ;*** Title phrase offsets of "TRACKING OFF", "SHIELDS OFF", "COMPUTER OFF" ***** BE26 0E 10924 MSGOFFTAB .BYTE $0E ; "TRACKING OFF" BE27 09 10925 .BYTE $09 ; "SHIELDS OFF" BE28 04 10926 .BYTE $04 ; "COMPUTER OFF" 10927 10928 ;*** Masks to test if Tracking Computer, Shields, or Attack Computer are on **** BE29 FF 10929 MSGBITTAB .BYTE $FF ; Mask Tracking Computer BE2A 08 10930 .BYTE $08 ; Mask Shields BE2B 02 10931 .BYTE $02 ; Mask Attack Computer 10932 10933 ;*** Title phrase offsets of "COMPUTER TRACKING ON", "SHIELDS ON", "COMPUTER ON" BE2C 0B 10934 MSGONTAB .BYTE $0B ; "COMPUTER TRACKING ON" BE2D 07 10935 .BYTE $07 ; "SHIELDS ON" BE2E 01 10936 .BYTE $01 ; "COMPUTER ON" 10937 10938 ;*** The following two tables encode the PLAYER shapes ************************* 10939 ; 10940 ; PHOTON TORPEDO (shape type 0, data in shape table PLSHAP1TAB) 10941 ; Numbers at top indicate the shape table offset of the first and last shape row 10942 ; 10943 ; $01..$10 $11..$1E $1F..$2A $2B..$34 $35..$3C $3D..$42 $75..$76 $7A..$7B 10944 ; ...##... ...#.... ...##... ...#.... ...#.... ...#.... ...##... ...#.... 10945 ; ..####.. ..###... ..####.. ..###... ...##... ..###... ...##... ...#.... 10946 ; .######. .#####.. ..####.. ..###... ..####.. ..###... 10947 ; .######. .#####.. .######. .#####.. ..#.##.. ..#.#... 10948 ; .###.##. #######. .##.###. .###.#.. ..####.. ..###... 10949 ; ####.### ##.####. .####.#. .#####.. ..####.. ...#.... 10950 ; ##.##### ##.##.#. .######. .##.##.. ...##... 10951 ; ##.##### #####.#. .###.##. ..###... ....#... 10952 ; ######## ###.###. .######. ..###... 10953 ; ######## ###.###. ..####.. ...#.... 10954 ; ####.### .#####.. ..####.. 10955 ; .###.##. .#####.. ...##... 10956 ; .######. ..###... 10957 ; .######. ...#.... 10958 ; ..####.. 10959 ; ...##... 10960 ; 10961 ; ZYLON FIGHTER (shape type 1, data in shape table PLSHAP2TAB) 10962 ; Numbers at top indicate the shape table offset of the first and last shape row 10963 ; 10964 ; $01..$0C $0D..$14 $15..$1A $1B..$20 $21..$24 $25..$28 $29..$2A $2B..$2C 10965 ; #......# #.....#. .#....#. .#...#.. ..#..#.. ..#.#... ...##... ...#.... 10966 ; #......# #.....#. .#.##.#. .#.#.#.. ..####.. ..###... ...##... ...#.... 10967 ; #......# #.###.#. .######. .#####.. ..####.. ..###... 10968 ; #......# #######. .######. .#####.. ..#..#.. ..#.#... 10969 ; #.####.# #######. .#.##.#. .#.#.#.. 10970 ; ######## #.###.#. .#....#. .#...#.. 10971 ; ######## #.....#. 10972 ; #.####.# #.....#. 10973 ; #......# 10974 ; #......# 10975 ; #......# 10976 ; #......# 10977 ; 10978 ; STARBASE RIGHT (shape type 2, data in shape table PLSHAP2TAB) 10979 ; Numbers at top indicate the shape table offset of the first and last shape row 10980 ; 10981 ; $2D..$36 $38..$40 $41..$46 $36..$38 $36 $00 $00 $00 10982 ; ###..... ##...... ##...... ##...... ##...... ........ ........ ........ 10983 ; #####... ####.... ##...... ####.... 10984 ; #####... ####.... ####.... ##...... 10985 ; #######. ######.. #.####.. 10986 ; #.#.### #.#####. ####.... 10987 ; #######. ######.. ##...... 10988 ; #####... ####.... 10989 ; #####... #....... 10990 ; ##...... #....... 10991 ; ##...... 10992 ; 10993 ; STARBASE CENTER (shape type 3, data in shape table PLSHAP1TAB) 10994 ; Numbers at top indicate the shape table offset of the first and last shape row 10995 ; 10996 ; $7E..$8D $8E..$9C $9D..$A9 $AA..$B3 $B4..$BB $BC..$C0 $7B..$7D $7A..$7B 10997 ; ...##... ........ ........ ...##... ........ ...##... ...#.... ...#.... 10998 ; .######. ...##... ...##... ..####.. ...##... ..####.. ..###... ...#.... 10999 ; ######## ..####.. ..####.. ######## ..####.. ######## ...#.... 11000 ; ######## .######. .######. ######## ######## ..####.. 11001 ; ######## ######## ######## ###..### ######## ...##... 11002 ; ######## ######## ######## .##..##. ######## 11003 ; ######## ######## ###..### ######## ..####.. 11004 ; ###..### ###..### .##..##. ######## ...##... 11005 ; ###..### .##..##. ######## .######. 11006 ; ######## ######## ######## ..####.. 11007 ; ######## ######## ######## 11008 ; ######## ######## ######## 11009 ; ######## ######## ..####.. 11010 ; ######## .######. 11011 ; .######. .######. 11012 ; .######. 11013 ; 11014 ; STARBASE LEFT (shape type 4, data in shape table PLSHAP2TAB) 11015 ; Numbers at top indicate the shape table offset of the first and last shape row 11016 ; 11017 ; $47..$50 $52..$5A $5B..$60 $50..$52 $50 $00 $00 $00 11018 ; .....### ......## ......## ......## ......## ........ ........ ........ 11019 ; ...##### ....#### ......## ....#### 11020 ; ...##### ....#### ....#### ......## 11021 ; .####### ..###### ..####.# 11022 ; ###.#.#. .#####.# ....#### 11023 ; .####### ..###### ......## 11024 ; ...##### ....#### 11025 ; ...##### .......# 11026 ; ......## .......# 11027 ; ......## 11028 ; 11029 ; TRANSFER VESSEL (shape type 5, data in shape table PLSHAP1TAB) 11030 ; Numbers at top indicate the shape table offset of the first and last shape row 11031 ; 11032 ; $43..$52 $53..$60 $61..$6B $6C..$74 $75..$79 $7A..$7D $75..$76 $7A..$7B 11033 ; ..####.. ...###.. ...##... ...#.... ...##... ...#.... ...##... ...#.... 11034 ; ..####.. ...###.. ...##... ...#.... ...##... ...#.... ...##... ...#.... 11035 ; ..#..#.. ...#.#.. ..####.. ..###... ..####.. ..###... 11036 ; ..####.. ..#####. ..####.. ..###... ...##... ...#.... 11037 ; .######. ..#####. ..####.. ..###... ...##... 11038 ; .######. ..#####. ..####.. .#####.. 11039 ; .######. ..#.#.#. .######. ..#.#... 11040 ; .#.##.#. .####### ..#..#.. ..#.#... 11041 ; ######## .####### ..#..#.. ..#.#... 11042 ; ######## ..#...#. ..#..#.. 11043 ; .#....#. ..#...#. ..#..#.. 11044 ; .#....#. ..#...#. 11045 ; .#....#. ..#...#. 11046 ; .#....#. ..#...#. 11047 ; .#....#. 11048 ; .#....#. 11049 ; 11050 ; METEOR (shape type 6, data in shape table PLSHAP1TAB) 11051 ; Numbers at top indicate the shape table offset of the first and last shape row 11052 ; 11053 ; $01..$10 $11..$1E $1F..$2A $2B..$34 $35..$3C $3D..$42 $75..$76 $7A..$7B 11054 ; ...##... ...#.... ...##... ...#.... ...#.... ...#.... ...##... ...#.... 11055 ; ..####.. ..###... ..####.. ..###... ...##... ..###... ...##... ...#.... 11056 ; .######. .#####.. ..####.. ..###... ..####.. ..###... 11057 ; .######. .#####.. .######. .#####.. ..#.##.. ..#.#... 11058 ; .###.##. #######. .##.###. .###.#.. ..####.. ..###... 11059 ; ####.### ##.####. .####.#. .#####.. ..####.. ...#.... 11060 ; ##.##### ##.##.#. .######. .##.##.. ...##... 11061 ; ##.##### #####.#. .###.##. ..###... ....#... 11062 ; ######## ###.###. .######. ..###... 11063 ; ######## ###.###. ..####.. ...#.... 11064 ; ####.### .#####.. ..####.. 11065 ; .###.##. .#####.. ...##... 11066 ; .######. ..###... 11067 ; .######. ...#.... 11068 ; ..####.. 11069 ; ...##... 11070 ; 11071 ; ZYLON CRUISER (shape type 7, data in shape table PLSHAP2TAB) 11072 ; Numbers at top indicate the shape table offset of the first and last shape row 11073 ; 11074 ; $61..$69 $6A..$71 $72..$78 $79..$7E $7F..$82 $83..$85 $29..$2A $2B..$2C 11075 ; ...##... ...#.... ...##... ...#.... ...##... ...#.... ...##... ...#.... 11076 ; ..####.. ..###... ..####.. ..###... ..####.. ..###... ...##... ...#.... 11077 ; .######. .#####.. ..####.. ..###... ..#..#.. ..#.#... 11078 ; .######. .#####.. .##..##. .##.##.. ..#..#.. 11079 ; ##.##.## ##.#.##. .##..##. .#...#.. 11080 ; ##....## ##...##. .#....#. .#...#.. 11081 ; #......# #.....#. .#....#. 11082 ; #......# #.....#. 11083 ; #......# 11084 ; 11085 ; ZYLON BASESTAR (shape type 8, data in shape table PLSHAP2TAB) 11086 ; Numbers at top indicate the shape table offset of the first and last shape row 11087 ; 11088 ; $86..$8F $90..$99 $9A..$A0 $A1..$A7 $A8..$AC $AD..$B0 $29..$2A $2B..$2C 11089 ; ...##... ...#.... ...##... ...#.... ...##... ...#.... ...##... ...#.... 11090 ; ..####.. ..###... ..####.. ..###... ..####.. ..###... ...##... ...#.... 11091 ; .######. .#####.. .######. .#####.. ...##... ..###... 11092 ; ######## #######. ...##... ...#.... ..####.. ...#.... 11093 ; ...##... ..###... .######. .#####.. ...##... 11094 ; ...##... ..###... ..####.. ..###... 11095 ; ######## #######. ...##... ...#.... 11096 ; .######. .#####.. 11097 ; ..####.. ..###... 11098 ; ...##... ...#.... 11099 ; 11100 ; HYPERWARP TARGET MARKER (shape type 9, data in shape table PLSHAP1TAB) 11101 ; Numbers at top indicate the shape table offset of the first and last shape row 11102 ; 11103 ; $C1..$CC $C1..$CC $C1..$CC $C1..$CC $C1..$CC $C1..$CC $75..$76 $C1..$CC 11104 ; ..#.#... ..#.#... ..#.#... ..#.#... ..#.#... ..#.#... ...##... ..#.#... 11105 ; ..#.#... ..#.#... ..#.#... ..#.#... ..#.#... ..#.#... ...##... ..#.#... 11106 ; ..#.#... ..#.#... ..#.#... ..#.#... ..#.#... ..#.#... ..#.#... 11107 ; ..#.#... ..#.#... ..#.#... ..#.#... ..#.#... ..#.#... ..#.#... 11108 ; ###.###. ###.###. ###.###. ###.###. ###.###. ###.###. ###.###. 11109 ; ........ ........ ........ ........ ........ ........ ........ 11110 ; ........ ........ ........ ........ ........ ........ ........ 11111 ; ###.###. ###.###. ###.###. ###.###. ###.###. ###.###. ###.###. 11112 ; ..#.#... ..#.#... ..#.#... ..#.#... ..#.#... ..#.#... ..#.#... 11113 ; ..#.#... ..#.#... ..#.#... ..#.#... ..#.#... ..#.#... ..#.#... 11114 ; ..#.#... ..#.#... ..#.#... ..#.#... ..#.#... ..#.#... ..#.#... 11115 ; ..#.#... ..#.#... ..#.#... ..#.#... ..#.#... ..#.#... ..#.#... 11116 11117 ;*** Shape type 0..9 offset table (10 shape cell offsets of shape type...) ***** BE2F 01111F2B 11118 PLSHAPOFFTAB .BYTE $01,$11,$1F,$2B,$35,$3D,$75,$7A ; ...0 into PLSHAP1TAB BE33 353D757A BE37 010D151B 11119 .BYTE $01,$0D,$15,$1B,$21,$25,$29,$2B ; ...1 into PLSHAP2TAB BE3B 2125292B BE3F 2D384136 11120 .BYTE $2D,$38,$41,$36,$36,$00,$00,$00 ; ...2 into PLSHAP2TAB BE43 36000000 BE47 7E8E9DAA 11121 .BYTE $7E,$8E,$9D,$AA,$B4,$BC,$7B,$7A ; ...3 into PLSHAP1TAB BE4B B4BC7B7A BE4F 47525B50 11122 .BYTE $47,$52,$5B,$50,$50,$00,$00,$00 ; ...4 into PLSHAP2TAB BE53 50000000 BE57 4353616C 11123 .BYTE $43,$53,$61,$6C,$75,$7A,$75,$7A ; ...5 into PLSHAP1TAB BE5B 757A757A BE5F 01111F2B 11124 .BYTE $01,$11,$1F,$2B,$35,$3D,$75,$7A ; ...6 into PLSHAP1TAB BE63 353D757A BE67 616A7279 11125 .BYTE $61,$6A,$72,$79,$7F,$83,$29,$2B ; ...7 into PLSHAP2TAB BE6B 7F83292B BE6F 86909AA1 11126 .BYTE $86,$90,$9A,$A1,$A8,$AD,$29,$2B ; ...8 into PLSHAP2TAB BE73 A8AD292B BE77 C1C1C1C1 11127 .BYTE $C1,$C1,$C1,$C1,$C1,$C1,$75,$C1 ; ...9 into PLSHAP1TAB BE7B C1C175C1 11128 11129 ;*** Shape type 0..9 height table (10 shape cell heights of shape type...) ***** BE7F 0F0D0B09 11130 PLSHPHEIGHTTAB .BYTE $0F,$0D,$0B,$09,$07,$05,$01,$01 ; ...0 BE83 07050101 BE87 0B070505 11131 .BYTE $0B,$07,$05,$05,$03,$03,$01,$01 ; ...1 BE8B 03030101 BE8F 09080502 11132 .BYTE $09,$08,$05,$02,$00,$00,$00,$00 ; ...2 BE93 00000000 BE97 0F0E0C09 11133 .BYTE $0F,$0E,$0C,$09,$07,$04,$02,$01 ; ...3 BE9B 07040201 BE9F 09080502 11134 .BYTE $09,$08,$05,$02,$00,$00,$00,$00 ; ...4 BEA3 00000000 BEA7 0F0D0A08 11135 .BYTE $0F,$0D,$0A,$08,$04,$03,$01,$01 ; ...5 BEAB 04030101 BEAF 0F0D0B09 11136 .BYTE $0F,$0D,$0B,$09,$07,$05,$01,$01 ; ...6 BEB3 07050101 BEB7 08070605 11137 .BYTE $08,$07,$06,$05,$03,$02,$01,$01 ; ...7 BEBB 03020101 BEBF 09090606 11138 .BYTE $09,$09,$06,$06,$04,$03,$01,$01 ; ...8 BEC3 04030101 BEC7 0B0B0B0B 11139 .BYTE $0B,$0B,$0B,$0B,$0B,$0B,$01,$0B ; ...9 BECB 0B0B010B 11140 11141 ;*** Keyboard codes to switch to Front or Aft view when Tracking Computer is on BECF F8 11142 TRACKKEYSTAB .BYTE $F8 ; 'F' - Front view BED0 FF 11143 .BYTE $FF ; 'A' - Aft view 11144 11145 ;*** Galactic Chart sector character codes (encoded in custom character set) *** BED1 0C 11146 SECTORCHARTAB .BYTE CCS.BORDERSW ; Empty sector BED2 1E 11147 .BYTE CCS.2ZYLONS ; Sector contains 1 Zylon ship BED3 1E 11148 .BYTE CCS.2ZYLONS ; Sector contains 2 Zylon ships BED4 1D 11149 .BYTE CCS.3ZYLONS ; Sector contains 3 Zylon ships BED5 1C 11150 .BYTE CCS.4ZYLONS ; Sector contains 4 Zylon ships BED6 1B 11151 .BYTE CCS.STARBASE ; Sector contains starbase 11152 11153 ;*** Mask to limit veer-off velocity of Hyperwarp Target Marker in hyperwarp *** BED7 9F 11154 VEERMASKTAB .BYTE NEG!31 ; -31..+31 (unused) BED8 BF 11155 .BYTE NEG!63 ; -63..+63 PILOT mission BED9 DF 11156 .BYTE NEG!95 ; -95..+95 WARRIOR mission BEDA FF 11157 .BYTE NEG!127 ; -127..+127 COMMANDER mission 11158 11159 ;*** Horizontal PLAYER offsets for PLAYER0..1 (STARBASE LEFT, STARBASE RIGHT) ** BEDB F8 11160 PLSTARBAOFFTAB .BYTE -8 ; -8 Player/Missile pixels BEDC 08 11161 .BYTE 8 ; +8 Player/Missile pixels 11162 11163 ;*** Mission bonus table ******************************************************* BEDD 50 11164 BONUSTAB .BYTE 80 ; Mission complete NOVICE mission BEDE 4C 11165 .BYTE 76 ; Mission complete PILOT mission BEDF 3C 11166 .BYTE 60 ; Mission complete WARRIOR mission BEE0 6F 11167 .BYTE 111 ; Mission complete COMMANDER mission 11168 BEE1 3C 11169 .BYTE 60 ; Mission aborted NOVICE mission BEE2 3C 11170 .BYTE 60 ; Mission aborted PILOT mission BEE3 32 11171 .BYTE 50 ; Mission aborted WARRIOR mission BEE4 64 11172 .BYTE 100 ; Mission aborted COMMANDER mission 11173 BEE5 28 11174 .BYTE 40 ; Starship destroyed NOVICE mission BEE6 32 11175 .BYTE 50 ; Starship destroyed PILOT mission BEE7 28 11176 .BYTE 40 ; Starship destroyed WARRIOR mission BEE8 5A 11177 .BYTE 90 ; Starship destroyed COMMANDER mission 11178 11179 ;*** Title phrase offsets of scored class rank ********************************* BEE9 A9 11180 RANKTAB .BYTE $29!EOS ; "GALACTIC COOK" BEEA AA 11181 .BYTE $2A!EOS ; "GARBAGE SCOW CAPTAIN" BEEB AA 11182 .BYTE $2A!EOS ; "GARBAGE SCOW CAPTAIN" BEEC AB 11183 .BYTE $2B!EOS ; "ROOKIE" BEED AB 11184 .BYTE $2B!EOS ; "ROOKIE" BEEE AC 11185 .BYTE $2C!EOS ; "NOVICE" BEEF AC 11186 .BYTE $2C!EOS ; "NOVICE" BEF0 AD 11187 .BYTE $2D!EOS ; "ENSIGN" BEF1 AD 11188 .BYTE $2D!EOS ; "ENSIGN" BEF2 AE 11189 .BYTE $2E!EOS ; "PILOT" BEF3 AE 11190 .BYTE $2E!EOS ; "PILOT" BEF4 AF 11191 .BYTE $2F!EOS ; "ACE" BEF5 B0 11192 .BYTE $30!EOS ; "LIEUTENANT" BEF6 B1 11193 .BYTE $31!EOS ; "WARRIOR" BEF7 B2 11194 .BYTE $32!EOS ; "CAPTAIN" BEF8 B3 11195 .BYTE $33!EOS ; "COMMANDER" BEF9 B3 11196 .BYTE $33!EOS ; "COMMANDER" BEFA B9 11197 .BYTE $39!EOS ; "STAR COMMANDER" BEFB B9 11198 .BYTE $39!EOS ; "STAR COMMANDER" 11199 11200 ;*** Scored class number table ************************************************* BEFC 95 11201 CLASSTAB .BYTE CCS.COL2!ROM.5 ; Class 5 BEFD 95 11202 .BYTE CCS.COL2!ROM.5 ; Class 5 BEFE 95 11203 .BYTE CCS.COL2!ROM.5 ; Class 5 BEFF 94 11204 .BYTE CCS.COL2!ROM.4 ; Class 4 BF00 94 11205 .BYTE CCS.COL2!ROM.4 ; Class 4 BF01 94 11206 .BYTE CCS.COL2!ROM.4 ; Class 4 BF02 94 11207 .BYTE CCS.COL2!ROM.4 ; Class 4 BF03 93 11208 .BYTE CCS.COL2!ROM.3 ; Class 3 BF04 93 11209 .BYTE CCS.COL2!ROM.3 ; Class 3 BF05 93 11210 .BYTE CCS.COL2!ROM.3 ; Class 3 BF06 92 11211 .BYTE CCS.COL2!ROM.2 ; Class 2 BF07 92 11212 .BYTE CCS.COL2!ROM.2 ; Class 2 BF08 92 11213 .BYTE CCS.COL2!ROM.2 ; Class 2 BF09 91 11214 .BYTE CCS.COL2!ROM.1 ; Class 1 BF0A 91 11215 .BYTE CCS.COL2!ROM.1 ; Class 1 BF0B 91 11216 .BYTE CCS.COL2!ROM.1 ; Class 1 11217 11218 ;*** Title phrase offsets of mission level ************************************* BF0C 4A 11219 MISSIONPHRTAB .BYTE $4A ; "NOVICE MISSION" BF0D 4C 11220 .BYTE $4C ; "PILOT MISSION" BF0E 4E 11221 .BYTE $4E ; "WARRIOR MISSION" BF0F 50 11222 .BYTE $50 ; "COMMANDER MISSION" 11223 11224 ;*** Damage probability of subsystems depending on mission level *************** BF10 00 11225 DAMAGEPROBTAB .BYTE 0 ; 0% ( 0:256) NOVICE mission BF11 50 11226 .BYTE 80 ; 31% ( 80:256) PILOT mission BF12 B4 11227 .BYTE 180 ; 70% (180:256) WARRIOR mission BF13 FE 11228 .BYTE 254 ; 99% (254:256) COMMANDER mission 11229 11230 ;*** Title phrase offsets of damaged subsystems ******************************** BF14 55 11231 DAMAGEPHRTAB .BYTE $55 ; "PHOTON TORPEDOS DAMAGED" BF15 5B 11232 .BYTE $5B ; "ENGINES DAMAGED" BF16 61 11233 .BYTE $61 ; "SHIELDS DAMAGED" BF17 67 11234 .BYTE $67 ; "COMPUTER DAMAGED" BF18 6D 11235 .BYTE $6D ; "LONG RANGE SCAN DAMAGED" BF19 71 11236 .BYTE $71 ; "SUB-SPACE RADIO DAMAGED" 11237 11238 ;*** Title phrase offsets of destroyed subsystems ****************************** BF1A 58 11239 DESTROYPHRTAB .BYTE $58 ; "PHOTON TORPEDOS DESTROYED" BF1B 5E 11240 .BYTE $5E ; "ENGINES DESTROYED" BF1C 64 11241 .BYTE $64 ; "SHIELDS DESTROYED" BF1D 6A 11242 .BYTE $6A ; "COMPUTER DESTROYED" BF1E 6F 11243 .BYTE $6F ; "LONG RANGE SCAN DESTROYED" BF1F 73 11244 .BYTE $73 ; "SUB-SPACE RADIO DESTROYED" 11245 11246 ;*** 3 x 10-byte noise sound patterns (bytes 0..7 stored in reverse order) ***** 11247 ; 11248 ; (9) AUDCTL ($D208) POKEY: Audio control 11249 ; (8) AUDF3 ($D204) POKEY: Audio channel 3 frequency 11250 ; (7) NOISETORPTIM ($DA) Timer for PHOTON TORPEDO LAUNCHED noise sound patterns 11251 ; (6) NOISEEXPLTIM ($DB) Timer for SHIELD and ZYLON EXPLOSION noise sound patterns 11252 ; (5) NOISEAUDC2 ($DC) Audio channel 1/2 control shadow register 11253 ; (4) NOISEAUDC3 ($DD) Audio channel 3 control shadow register 11254 ; (3) NOISEAUDF1 ($DE) Audio channel 1 frequency shadow register 11255 ; (2) NOISEAUDF2 ($DF) Audio channel 2 frequency shadow register 11256 ; (1) NOISEFRQINC ($E0) Audio channel 1/2 frequency increment 11257 ; (0) NOISELIFE ($E1) Noise sound pattern lifetime 11258 ; 11259 ; (0),(1),(2),(3),(4),(5),(6),(7),(8),(9) BF20 18FF0200 11260 NOISEPATTAB .BYTE $18,$FF,$02,$00,$8A,$A0,$00,$08,$50,$00; PHOTON TORPEDO LAUNCHED BF24 8AA00008 BF28 5000 BF2A 40400103 11261 .BYTE $40,$40,$01,$03,$88,$AF,$08,$00,$50,$04; SHIELD EXPLOSION BF2E 88AF0800 BF32 5004 BF34 30400103 11262 .BYTE $30,$40,$01,$03,$84,$A8,$04,$00,$50,$04; ZYLON EXPLOSION BF38 84A80400 BF3C 5004 11263 11264 ;*** 5 x 6-byte beeper sound patterns (bytes 0..5 stored in reverse order) ***** 11265 ; 11266 ; (5) BEEPFRQIND ($D2) Running index into frequency table BEEPFRQTAB ($BF5C) 11267 ; (4) BEEPREPEAT ($D3) Number of times the beeper sound pattern sequence is repeated - 1 11268 ; (3) BEEPTONELIFE ($D4) Lifetime of tone in TICKs - 1 11269 ; (2) BEEPPAUSELIFE ($D5) Lifetime of pause in TICKs - 1 ($FF -> No pause) 11270 ; (1) BEEPPRIORITY ($D6) Beeper sound pattern priority. A playing beeper sound pattern is 11271 ; stopped if a beeper sound pattern of higher priority is about to be 11272 ; played. A value of 0 indicates that no beeper sound pattern is 11273 ; playing at the moment. 11274 ; (0) BEEPFRQSTART ($D7) Index to first byte of the beeper sound pattern frequency in table 11275 ; BEEPFRQTAB ($BF5C) 11276 ; 11277 ; Frequency-over-TICKs diagrams for all beeper sound patterns: 11278 ; 11279 ; HYPERWARP TRANSIT 11280 ; 11281 ; FRQ 11282 ; | 11283 ; $18 |-4-- 11284 ; | 11285 ; $00 | -3- 11286 ; +-------> TICKS 11287 ; <13 x > 11288 ; 11289 ; RED ALERT 11290 ; 11291 ; FRQ 11292 ; | 11293 ; $60 | --------17------- 11294 ; | 11295 ; $40 |--------17------- 11296 ; | 11297 ; +----------------------------------> TICKS 11298 ; <-------------- 8 x -------------> 11299 ; 11300 ; ACKNOWLEDGE 11301 ; 11302 ; FRQ 11303 ; | 11304 ; $10 |-3- -3- -3- 11305 ; | 11306 ; $00 | -3- -3- -3- 11307 ; +------------------> TICKS 11308 ; <------ 1 x -----> 11309 ; 11310 ; DAMAGE REPORT (not to scale) 11311 ; 11312 ; FRQ 11313 ; | 11314 ; $40 |------------33------------- 11315 ; | 11316 ; $20 | ------------33------------- 11317 ; | 11318 ; +------------------------------------------------------> TICKS 11319 ; <------------------------ 3 x -----------------------> 11320 ; 11321 ; MESSAGE FROM STARBASE (not to scale) 11322 ; 11323 ; FRQ 11324 ; | 11325 ; $51 | -----33----- 11326 ; $48 |-----33----- 11327 ; $40 | -----33----- 11328 ; | 11329 ; $00 | --9-- --9-- --9-- 11330 ; +----------------------------------------------------> TICKS 11331 ; <---------------------- 1 x ----------------------> 11332 ; 11333 ; (0),(1),(2),(3),(4),(5) BF3E 02020203 11334 BEEPPATTAB .BYTE $02,$02,$02,$03,$0C,$02 ; HYPERWARP TRANSIT BF42 0C02 BF44 0403FF10 11335 .BYTE $04,$03,$FF,$10,$07,$04 ; RED ALERT BF48 0704 BF4A 07040202 11336 .BYTE $07,$04,$02,$02,$00,$07 ; ACKNOWLEDGE BF4E 0007 BF50 0B05FF20 11337 .BYTE $0B,$05,$FF,$20,$02,$0B ; DAMAGE REPORT BF54 020B BF56 0E060820 11338 .BYTE $0E,$06,$08,$20,$00,$0E ; MESSAGE FROM STARBASE BF5A 000E 11339 11340 ;*** Beeper sound pattern frequency table ************************************** BF5C 10FF 11341 BEEPFRQTAB .BYTE $10,$FF ; (unused) (!) BF5E 18FF 11342 .BYTE $18,$FF ; HYPERWARP TRANSIT BF60 4060FF 11343 .BYTE $40,$60,$FF ; RED ALERT BF63 101010FF 11344 .BYTE $10,$10,$10,$FF ; ACKNOWLEDGE BF67 4020FF 11345 .BYTE $40,$20,$FF ; DAMAGE REPORT BF6A 484051FF 11346 .BYTE $48,$40,$51,$FF ; MESSAGE FROM STARBASE 11347 11348 ;*** Shape of blip in Attack Computer Display ********************************** BF6E 84 11349 BLIPSHAPTAB .BYTE $84 ; #....#.. BF6F B4 11350 .BYTE $B4 ; #.##.#.. BF70 FC 11351 .BYTE $FC ; ######.. BF71 B4 11352 .BYTE $B4 ; #.##.#.. BF72 84 11353 .BYTE $84 ; #....#.. 11354 11355 ;*** Initial x-coordinate (high byte) of our starship's photon torpedo ********* BF73 FF 11356 BARRELXTAB .BYTE $FF ; Left barrel = -256 (-$FF00) BF74 01 11357 .BYTE $01 ; Right barrel = +256 (+$0100) 11358 11359 ;*** Maximum photon torpedo hit z-coordinate (high byte) *********************** BF75 0C 11360 HITMAXZTAB .BYTE $0C ; < 3328 ($0C**) BF76 0C 11361 .BYTE $0C ; < 3328 ($0C**) BF77 0C 11362 .BYTE $0C ; < 3328 ($0C**) BF78 0C 11363 .BYTE $0C ; < 3328 ($0C**) BF79 0E 11364 .BYTE $0E ; < 3840 ($0E**) BF7A 0E 11365 .BYTE $0E ; < 3840 ($0E**) BF7B 0E 11366 .BYTE $0E ; < 3840 ($0E**) BF7C 20 11367 .BYTE $20 ; < 8448 ($20**) 11368 11369 ;*** Minimum photon torpedo hit z-coordinate (high byte) *********************** BF7D 00 11370 HITMINZTAB .BYTE $00 ; >= 0 ($00**) BF7E 00 11371 .BYTE $00 ; >= 0 ($00**) BF7F 00 11372 .BYTE $00 ; >= 0 ($00**) BF80 02 11373 .BYTE $02 ; >= 512 ($02**) BF81 04 11374 .BYTE $04 ; >= 1024 ($04**) BF82 06 11375 .BYTE $06 ; >= 1536 ($06**) BF83 08 11376 .BYTE $08 ; >= 2048 ($08**) BF84 0C 11377 .BYTE $0C ; >= 3072 ($0C**) 11378 11379 ;*** Velocity of homing Zylon photon torpedo *********************************** BF85 81 11380 ZYLONHOMVELTAB .BYTE NEG!1 ; -1 NOVICE mission BF86 84 11381 .BYTE NEG!4 ; -4 PILOT mission BF87 88 11382 .BYTE NEG!8 ; -8 WARRIOR mission BF88 94 11383 .BYTE NEG!20 ; -20 COMMANDER mission 11384 11385 ;*** Zylon shape type table **************************************************** BF89 80 11386 ZYLONSHAPTAB .BYTE SHAP.ZBASESTAR ; ZYLON BASESTAR BF8A 10 11387 .BYTE SHAP.ZFIGHTER ; ZYLON FIGHTER BF8B 10 11388 .BYTE SHAP.ZFIGHTER ; ZYLON FIGHTER BF8C 10 11389 .BYTE SHAP.ZFIGHTER ; ZYLON FIGHTER BF8D 70 11390 .BYTE SHAP.ZCRUISER ; ZYLON CRUISER BF8E 70 11391 .BYTE SHAP.ZCRUISER ; ZYLON CRUISER BF8F 70 11392 .BYTE SHAP.ZCRUISER ; ZYLON CRUISER BF90 10 11393 .BYTE SHAP.ZFIGHTER ; ZYLON FIGHTER 11394 11395 ;*** Zylon flight pattern table ************************************************ BF91 04 11396 ZYLONFLPATTAB .BYTE 4 ; Flight pattern 4 BF92 04 11397 .BYTE 4 ; Flight pattern 4 BF93 00 11398 .BYTE 0 ; Attack Flight Pattern 0 BF94 00 11399 .BYTE 0 ; Attack Flight Pattern 0 BF95 00 11400 .BYTE 0 ; Attack Flight Pattern 0 BF96 01 11401 .BYTE 1 ; Flight pattern 1 BF97 00 11402 .BYTE 0 ; Attack Flight Pattern 0 BF98 00 11403 .BYTE 0 ; Attack Flight Pattern 0 11404 11405 ;*** Zylon velocity table ****************************************************** BF99 3E 11406 ZYLONVELTAB .BYTE 62 ; +62 BF9A 1E 11407 .BYTE 30 ; +30 BF9B 10 11408 .BYTE 16 ; +16 BF9C 08 11409 .BYTE 8 ; +8 BF9D 04 11410 .BYTE 4 ; +4 BF9E 02 11411 .BYTE 2 ; +2 BF9F 01 11412 .BYTE 1 ; +1 BFA0 00 11413 .BYTE 0 ; 0 BFA1 00 11414 .BYTE 0 ; 0 BFA2 81 11415 .BYTE NEG!1 ; -1 BFA3 82 11416 .BYTE NEG!2 ; -2 BFA4 84 11417 .BYTE NEG!4 ; -4 BFA5 88 11418 .BYTE NEG!8 ; -8 BFA6 90 11419 .BYTE NEG!16 ; -16 BFA7 9E 11420 .BYTE NEG!30 ; -30 BFA8 BE 11421 .BYTE NEG!62 ; -62 11422 11423 ;*** PLAYFIELD colors (including PLAYFIELD colors during DLI) ****************** BFA9 A6 11424 PFCOLORTAB .BYTE $A6 ; PF0COLOR = {GREEN} BFAA AA 11425 .BYTE $AA ; PF1COLOR = {LIGHT GREEN} BFAB AF 11426 .BYTE $AF ; PF2COLOR = {VERY LIGHT GREEN} BFAC 00 11427 .BYTE $00 ; PF3COLOR = {BLACK} BFAD 00 11428 .BYTE $00 ; BGRCOLOR = {BLACK} BFAE B8 11429 .BYTE $B8 ; PF0COLORDLI = {LIGHT MINT} BFAF 5A 11430 .BYTE $5A ; PF1COLORDLI = {MEDIUM PINK} BFB0 FC 11431 .BYTE $FC ; PF2COLORDLI = {LIGHT ORANGE} BFB1 5E 11432 .BYTE $5E ; PF3COLORDLI = {LIGHT PINK} BFB2 90 11433 .BYTE $90 ; BGRCOLORDLI = {DARK BLUE} 11434 11435 ;*** Vicinity mask table. Confines coordinates of space objects in sector ****** BFB3 FF 11436 VICINITYMASKTAB .BYTE $FF ; <= 65535 ($FF**) BFB4 FF 11437 .BYTE $FF ; <= 65535 ($FF**) BFB5 3F 11438 .BYTE $3F ; <= 16383 ($3F**) BFB6 0F 11439 .BYTE $0F ; <= 4095 ($0F**) BFB7 3F 11440 .BYTE $3F ; <= 16383 ($3F**) BFB8 7F 11441 .BYTE $7F ; <= 32767 ($7F**) BFB9 FF 11442 .BYTE $FF ; <= 65535 ($FF**) BFBA FF 11443 .BYTE $FF ; <= 65535 ($FF**) 11444 11445 ;*** Movement probability of sector types in Galactic Chart ******************** BFBB 00 11446 MOVEPROBTAB .BYTE 0 ; Empty sector 0% ( 0:256) BFBC FF 11447 .BYTE 255 ; 1 Zylon ship 100% (255:256) BFBD FF 11448 .BYTE 255 ; 2 Zylon ships 100% (255:256) BFBE C0 11449 .BYTE 192 ; 3 Zylon ships 75% (192:256) BFBF 20 11450 .BYTE 32 ; 4 Zylon ships 13% ( 32:256) 11451 11452 ;*** Galactic Chart sector offset to adjacent sector *************************** BFC0 F0 11453 COMPASSOFFTAB .BYTE -16 ; NORTH BFC1 EF 11454 .BYTE -17 ; NORTHWEST BFC2 FF 11455 .BYTE -1 ; WEST BFC3 0F 11456 .BYTE 15 ; SOUTHWEST BFC4 10 11457 .BYTE 16 ; SOUTH BFC5 11 11458 .BYTE 17 ; SOUTHEAST BFC6 01 11459 .BYTE 1 ; EAST BFC7 F1 11460 .BYTE -15 ; NORTHEAST BFC8 00 11461 .BYTE 0 ; CENTER 11462 11463 ;*** Homing velocities of photon torpedoes 0..1 depending on distance to target BFC9 00 11464 HOMVELTAB .BYTE 0 ; +0 BFCA 08 11465 .BYTE 8 ; +8 BFCB 10 11466 .BYTE 16 ; +16 BFCC 18 11467 .BYTE 24 ; +24 BFCD 28 11468 .BYTE 40 ; +40 BFCE 30 11469 .BYTE 48 ; +48 BFCF 38 11470 .BYTE 56 ; +56 BFD0 40 11471 .BYTE 64 ; +64 11472 11473 ;*** PLAYER shape color table (bits B7..4 of color/brightness) ***************** BFD1 50 11474 PLSHAPCOLORTAB .BYTE $50 ; PHOTON TORPEDO = {PURPLE} BFD2 00 11475 .BYTE $00 ; ZYLON FIGHTER = {GRAY} BFD3 20 11476 .BYTE $20 ; STARBASE RIGHT = {ORANGE} BFD4 20 11477 .BYTE $20 ; STARBASE CENTER = {ORANGE} BFD5 20 11478 .BYTE $20 ; STARBASE LEFT = {ORANGE} BFD6 00 11479 .BYTE $00 ; TRANSFER VESSEL = {GRAY} BFD7 A0 11480 .BYTE $A0 ; METEOR = {GREEN} BFD8 00 11481 .BYTE $00 ; ZYLON CRUISER = {GRAY} BFD9 00 11482 .BYTE $00 ; ZYLON BASESTAR = {GRAY} BFDA 9F 11483 .BYTE $9F ; HYPERWARP TARGET MARKER = {SKY BLUE} 11484 11485 ;*** PLAYER shape brightness table (bits B3..0 of color/brightness) ************ BFDB 0E 11486 PLSHAPBRITTAB .BYTE $0E ; ##############.. BFDC 0E 11487 .BYTE $0E ; ##############.. BFDD 0E 11488 .BYTE $0E ; ##############.. BFDE 0C 11489 .BYTE $0C ; ############.... BFDF 0C 11490 .BYTE $0C ; ############.... BFE0 0C 11491 .BYTE $0C ; ############.... BFE1 0A 11492 .BYTE $0A ; ##########...... BFE2 0A 11493 .BYTE $0A ; ##########...... BFE3 0A 11494 .BYTE $0A ; ##########...... BFE4 08 11495 .BYTE $08 ; ########........ BFE5 08 11496 .BYTE $08 ; ########........ BFE6 08 11497 .BYTE $08 ; ########........ BFE7 06 11498 .BYTE $06 ; ######.......... BFE8 06 11499 .BYTE $06 ; ######.......... BFE9 04 11500 .BYTE $04 ; ####............ BFEA 04 11501 .BYTE $04 ; ####............ 11502 11503 ;*** PHOTON TORPEDO LAUNCHED noise bit and volume (stored in reverse order) **** BFEB 8A 11504 NOISETORPVOLTAB .BYTE $8A ; ##########..... BFEC 8F 11505 .BYTE $8F ; ############### BFED 8D 11506 .BYTE $8D ; #############.. BFEE 8B 11507 .BYTE $8B ; ###########.... BFEF 89 11508 .BYTE $89 ; #########...... BFF0 87 11509 .BYTE $87 ; #######........ BFF1 85 11510 .BYTE $85 ; ######......... BFF2 83 11511 .BYTE $83 ; ###............ 11512 11513 ;*** PHOTON TORPEDO LAUNCHED noise frequency table (stored in reverse order) *** BFF3 00 11514 NOISETORPFRQTAB .BYTE $00 ; BFF4 04 11515 .BYTE $04 ; BFF5 01 11516 .BYTE $01 ; BFF6 04 11517 .BYTE $04 ; BFF7 01 11518 .BYTE $01 ; BFF8 04 11519 .BYTE $04 ; BFF9 01 11520 .BYTE $01 ; BFFA 04 11521 .BYTE $04 ; 11522 BFFB 07 11523 .BYTE $07 ; (unused) 11524 BFFC 00 11525 .BYTE $00 ; Always 0 for cartridges BFFD 80 11526 .BYTE $80 ; On SYSTEM RESET jump to INITCOLD via BFFE 4AA1 11527 .WORD INITCOLD ; Cartridge Initialization Address SYMBOLS (SORTED BY NAME): 898 A980 ABORTWARP A109 AFTHEADER =0092 ARRVSECTOR =D203 AUDC2 =D205 AUDC3 =D207 AUDC4 =D208 AUDCTL =D200 AUDF1 =D202 AUDF2 =D204 AUDF3 =D206 AUDF4 =0087 BARRELNR BF73 BARRELXTAB B3A6 BEEP =00D2 BEEPFRQIND =00D7 BEEPFRQSTART BF5C BEEPFRQTAB =00D8 BEEPLIFE BF3E BEEPPATTAB =00D5 BEEPPAUSELIFE =00D6 BEEPPRIORITY =00D3 BEEPREPEAT =00D9 BEEPTOGGLE =00D4 BEEPTONELIFE =00F6 BGRCOLOR =00FB BGRCOLORDLI =00A0 BLIPCOLUMN =00A2 BLIPCYCLECNT =00A1 BLIPROW BF6E BLIPSHAPTAB BEDD BONUSTAB B1A7 CALCWARP =0000 CCS.0 =0001 ?CCS.1 =0002 ?CCS.2 =001E CCS.2ZYLONS =0003 ?CCS.3 =001D CCS.3ZYLONS =0004 ?CCS.4 =001C CCS.4ZYLONS =0005 ?CCS.5 =0006 ?CCS.6 =0007 ?CCS.7 =0008 ?CCS.8 =0009 CCS.9 =0018 CCS.BORDERS =000C CCS.BORDERSW =0019 CCS.BORDERW =0017 ?CCS.C =0040 CCS.COL1 =0080 CCS.COL2 =00C0 CCS.COL3 =000B CCS.COLON =001A CCS.CORNERSW =000D CCS.E =000E CCS.INF =0015 CCS.K =000F CCS.MINUS =0011 CCS.PHI =0010 CCS.PLUS =0013 CCS.R =000A CCS.SPC =001B CCS.STARBASE =0016 CCS.T =0014 CCS.THETA =0012 CCS.V A000 CHARSET =D409 CHBASE BEFC CLASSTAB A98D CLEANUPWARP =0074 CLOCKTIM AE0F CLRMEM AE0D CLRPLAYFIELD AF3D COLLISION =D016 COLPF0 =D012 COLPM0 BFC0 COMPASSOFFTAB =D01F CONSOL ACAF COPYPOSVEC ACC1 COPYPOSXY =0076 COUNT256 =0072 COUNT8 =00A7 CTRLDZYLON =0090 CURRSECTOR AEE1 DAMAGE BF14 DAMAGEPHRTAB BF10 DAMAGEPROBTAB B86F DECENERGY BF1A DESTROYPHRTAB =00A4 DIRLEN =006A DIVIDEND =D402 DLIST BA62 DLSTFRAG BA75 DLSTFRAGAFT BA7D DLSTFRAGFRONT BA6A DLSTFRAGGC BA6D DLSTFRAGLRS BA8C DLSTFRAGOFFTAB A12E DLSTGC A718 DLSTHNDLR =D400 DMACTL ACE6 DOCKING =0075 DOCKSTATE =0080 DOWN =007E DRAINATTCOMP =0080 DRAINENGINES BAD3 DRAINRATETAB =007D DRAINSHIELDS B4B9 DRAWGC A782 DRAWLINE A784 DRAWLINE2 A76F DRAWLINES BAF9 DRAWLINESTAB =0280 DSPLST A987 ENDWARP =007F ENERGYCNT =0955 ENERGYD1 =0040 EOP =0080 EOS =0080 EOW =0073 EXPLLIFE =0063 FKEYCODE B4E4 FLUSHGAMELOOP BA90 FOURCOLORPIXEL A1F3 GAMELOOP B10A GAMEOVER B121 GAMEOVER2 A11A GCHEADER =08C9 GCMEMMAP =0D35 GCPFMEM =09A3 GCSTARDAT =0995 GCSTATCOM =0993 GCSTATENG =0996 GCSTATLRS =0992 GCSTATPHO =0997 GCSTATRAD =0994 GCSTATSHL =098D GCTRGCNT =0971 GCTXT =097D GCWARPD1 =D01D GRACTL =008A HITBADNESS =D01E HITCLR BF75 HITMAXZTAB BF7D HITMINZTAB AECA HOMINGVEL BFC9 HOMVELTAB =D004 HPOSM0 =D005 HPOSM1 =D006 HPOSM2 =D007 HPOSM3 =D000 HPOSP0 =D001 HPOSP1 =D002 HPOSP2 =D003 HPOSP3 =0094 HUNTSECTCOLUMN =0093 HUNTSECTOR =0095 HUNTSECTROW =009F HUNTTIM A89B HYPERWARP =0066 IDLECNTHI =0077 IDLECNTLO A14A INITCOLD A15C INITDEMO AC6B INITEXPL B3BA INITIALIZE B764 INITPOSVEC A15A INITSELECT A15E INITSTART A9B4 INITTRAIL =D20E IRQEN A751 IRQHNDLR =00B8 ISBACKATTACK0 =00B9 ?ISBACKATTACK1 =0064 ISDEMOMODE =00A3 ISINLOCKON =007B ISSTARBASESECT B7F1 ISSURROUNDED =007C ISTRACKCOMPON =0086 ISTRACKING =0067 ISVBISYNC =006D JOYSTICKDELTA =00C8 JOYSTICKX =00C9 JOYSTICKY A47D JUMP001 A4A4 JUMP002 A579 JUMP003 A74B JUMP004 =D209 KBCODE AFFE KEYBOARD =00CA KEYCODE BABE KEYTAB =0950 KILLCNTD1 =006B L.ABSDIFFCOL =006B L.BITPAT =006B L.COLORMASK =006B L.COLUMNPOS =006A L.CTRLDZYLON =006A L.DIFFC =006A L.DIRECTIONIND =006E L.DIRSAV =0068 L.DIVISOR =006A L.FOURCOLORPIX =006A L.GCMEMMAPIND =006A L.HEIGHTCNT =006A L.ISDESTROYED =006A L.KEYCODE =006E L.LOOPCNT =006B L.LOOPCNT2 =006A L.MAXRNDXY =0068 L.MEMPTR1 =006A L.MEMPTR2 =006A L.NEWSECTOR =006A L.NUMBYTES =006A L.PIXELBYTEOFF =006D L.PIXELCOLUMN =006D L.PIXELROW =006B L.PLHIT =006D L.QUOTIENT =0068 L.RANGE =006A L.RANGEINDEX =006B L.SECTORCNT =006A L.SECTORTYPE =006C L.SHIFTSHAPE =006A L.SIGNCHAR =006B L.TERM3HI =006A L.TERM3LO =006C L.TERM3SIGN =006C L.TOKEN =006E L.TRAILCNT =006A L.VECCOMPIND =006B L.VELOCITYHI =006A L.VELSIGN =006C L.VIEWDIR =006A L.WARPARRVCOL =006A L.WORD =006E L.ZPOSOFF =0088 LOCKONLIFE =00C0 LONG A165 LOOP001 A201 LOOP002 A227 LOOP003 A26A LOOP004 A277 LOOP005 A284 LOOP006 A291 LOOP007 A29E LOOP008 A2BA LOOP009 A2E0 LOOP010 A306 LOOP011 A327 LOOP012 A343 LOOP013 A389 LOOP014 A3A6 LOOP015 A3BD LOOP016 A3E4 LOOP017 A3EB LOOP018 A422 LOOP019 A428 LOOP020 A453 LOOP021 A4C0 LOOP022 A4E7 LOOP023 A4FC LOOP024 A593 LOOP025 A6F6 LOOP026 A730 LOOP027 A765 LOOP028 A78E LOOP029 A7CF LOOP030 A83A LOOP031 A83C LOOP032 A947 LOOP033 A9E5 LOOP034 AA52 LOOP035 AAB5 LOOP036 ABB3 LOOP037 ABCA LOOP038 ABFC LOOP039 AC73 LOOP040 ADCA LOOP041 ADD7 LOOP042 ADF4 LOOP043 ADFB LOOP044 AE1A LOOP045 AEB3 LOOP046 AEE7 LOOP047 AF3F LOOP048 AFD5 LOOP049 AFEC LOOP050 B011 LOOP051 B056 LOOP052 B1FE LOOP053 B200 LOOP054 B234 LOOP055 B276 LOOP056 B286 LOOP057 B2C1 LOOP058 B3AF LOOP059 B3BC LOOP060 B3EE LOOP061 B41B LOOP062 B441 LOOP063 B44C LOOP064 B488 LOOP065 B492 LOOP066 B4BD LOOP067 B51C LOOP068 B54E LOOP069 B57C LOOP070 B5C1 LOOP071 B5D1 LOOP072 B5EA LOOP073 B5EF LOOP074 B601 LOOP075 B632 LOOP076 B662 LOOP077 B664 LOOP078 B896 LOOP079 A0F8 LRSHEADER =D008 M0PL =D009 M1PL =D00A M2PL =D00B M3PL AA79 MANEUVER =0DE9 MAPTO80 =0EE9 MAPTOBCD99 =0079 MAXSPCOBJIND =0068 MEMPTR =00AA MILESTTIM0 =00AB ?MILESTTIM1 =00AE ?MILESTVELINDX0 =00AF ?MILESTVELINDX1 =00B0 ?MILESTVELINDY0 =00B1 ?MILESTVELINDY1 =00AC MILESTVELINDZ0 =00AD ?MILESTVELINDZ1 =0062 MISSIONLEVEL BF0C MISSIONPHRTAB ADF1 MODDLST BFBB MOVEPROBTAB BE29 MSGBITTAB BE26 MSGOFFTAB BE2C MSGONTAB =0080 NEG =0065 NEWTITLEPHR =0071 NEWVELOCITY =0096 NEWZYLONDIST =D40E NMIEN AEA8 NOISE =00DC NOISEAUDC2 =00DD NOISEAUDC3 =00DE NOISEAUDF1 =00DF NOISEAUDF2 =00DB NOISEEXPLTIM =00E0 NOISEFRQINC =00E3 NOISEHITLIFE =00E1 NOISELIFE BF20 NOISEPATTAB BFF3 NOISETORPFRQTAB =00DA NOISETORPTIM BFEB NOISETORPVOLTAB =00E2 NOISEZYLONTIM =0031 NUMSPCOBJ.ALL =0011 NUMSPCOBJ.NORM =0005 NUMSPCOBJ.PL =000C NUMSPCOBJ.STARS =007A OLDMAXSPCOBJIND =0084 OLDTRIG0 =009E OLDZYLONDIST =D00F P3PL =D302 PACTL =0949 PANELTXT BB42 PANELTXTTAB =00A6 PENCOLUMN =00A5 PENROW =00F2 PF0COLOR =00F7 PF0COLORDLI =00F3 ?PF1COLOR =00F8 ?PF1COLORDLI =00F4 PF2COLOR =00F9 ?PF2COLORDLI =00F5 ?PF3COLOR =00FA ?PF3COLORDLI BFA9 PFCOLORTAB =1000 PFMEM =1000 PFMEM.C0R0 =12A8 PFMEM.C0R17 =10C8 PFMEM.C0R5 =1B36 PFMEM.C120R71 =1BFE PFMEM.C120R76 =1C9E PFMEM.C120R80 =1D40 PFMEM.C128R84 =1D68 PFMEM.C128R85 =1D42 PFMEM.C136R84 =1D6A PFMEM.C136R85 =1C04 PFMEM.C144R76 =1CA4 PFMEM.C144R80 =17BB PFMEM.C76R49 =17E3 PFMEM.C76R50 =17BC PFMEM.C80R49 =17E4 PFMEM.C80R50 =0864 PFMEMROWHI =0800 PFMEMROWLO =0966 PHIC1 BBAA PHRASETAB =0CEE PIXELBYTE =0C8C PIXELBYTEOFF =0C2A PIXELCOLUMN BAB0 PIXELMASKTAB =0C5B PIXELROW =0BF9 PIXELROWNEW =0CBD PIXELSAVE =00EE PL0COLOR =0C2A PL0COLUMN =0400 PL0DATA =0CBD PL0HEIGHT =0CEE PL0HEIGHTNEW =00E9 PL0LIFE =0C5B PL0ROW =0BF9 PL0ROWNEW =00E4 PL0SHAPOFF =0C8C PL0SHAPTYPE =0B97 ?PL0XVEL =0BC8 ?PL0YVEL =0A40 PL0ZPOSHI =0B66 ?PL0ZVEL =00EF ?PL1COLOR =0C2B PL1COLUMN =0500 PL1DATA =0CBE PL1HEIGHT =0CEF PL1HEIGHTNEW =00EA PL1LIFE =0C5C PL1ROW =0BFA PL1ROWNEW =00E5 PL1SHAPOFF =0C8D PL1SHAPTYPE =0B98 ?PL1XVEL =0BC9 ?PL1YVEL =0B67 ?PL1ZVEL =00F0 ?PL2COLOR =0C2C PL2COLUMN =0600 PL2DATA =0CBF PL2HEIGHT =0CF0 PL2HEIGHTNEW =00EB PL2LIFE =0C5D PL2ROW =0BFB PL2ROWNEW =00E6 PL2SHAPOFF =0C8E PL2SHAPTYPE =0A73 PL2XPOSHI =0B06 ?PL2XPOSLO =09E0 ?PL2XPOSSIGN =0B99 PL2XVEL =0AA4 PL2YPOSHI =0B37 ?PL2YPOSLO =0A11 PL2YPOSSIGN =0BCA PL2YVEL =0A42 PL2ZPOSHI =0AD5 PL2ZPOSLO =09AF PL2ZPOSSIGN =0B68 PL2ZVEL =00F1 ?PL3COLOR =0C2D PL3COLUMN =0700 PL3DATA =0CC0 PL3HEIGHT =0CF1 PL3HEIGHTNEW =0082 PL3HIT =00EC PL3LIFE =0C5E PL3ROW =0BFC PL3ROWNEW =00E7 PL3SHAPOFF =0C8F PL3SHAPTYPE =0A74 PL3XPOSHI =0B07 PL3XPOSLO =09E1 PL3XPOSSIGN =0B9A PL3XVEL =0AA5 PL3YPOSHI =0B38 PL3YPOSLO =0A12 PL3YPOSSIGN =0BCB PL3YVEL =0A43 PL3ZPOSHI =0AD6 PL3ZPOSLO =09B0 PL3ZPOSSIGN =0B69 PL3ZVEL =0C2E PL4COLUMN =0300 PL4DATA =0CC1 PL4HEIGHT =0CF2 PL4HEIGHTNEW =0083 PL4HIT =00ED PL4LIFE =0C5F PL4ROW =0BFD PL4ROWNEW =00E8 PL4SHAPOFF =0C90 PL4SHAPTYPE =0A75 PL4XPOSHI =0B08 ?PL4XPOSLO =09E2 PL4XPOSSIGN =0B9B PL4XVEL =0AA6 PL4YPOSHI =0B39 ?PL4YPOSLO =0A13 PL4YPOSSIGN =0BCC PL4YVEL =0A44 PL4ZPOSHI =0AD7 ?PL4ZPOSLO =09B1 PL4ZPOSSIGN =0B6A PL4ZVEL B8DF PLCOLOROFFTAB B8E4 PLSHAP1TAB B9B1 PLSHAP2TAB BFDB PLSHAPBRITTAB BFD1 PLSHAPCOLORTAB BE2F PLSHAPOFFTAB BE7F PLSHPHEIGHTTAB BEDB PLSTARBAOFFTAB =0089 PLTRACKED =D407 PMBASE =D300 PORTA =D01B PRIOR AA21 PROJECTION =D20A RANDOM =096C RANGEC1 BEE9 RANKTAB =008B REDALERTLIFE =0000 RIGHT B7BE RNDINVXY =0010 ROM.0 =0011 ROM.1 =0012 ROM.2 =0013 ROM.3 =0014 ROM.4 =0015 ROM.5 =0019 ROM.9 =0021 ROM.A =0023 ROM.C =001A ROM.COLON =0024 ROM.D =000E ROM.DOT =0025 ROM.E =0027 ROM.G =002C ROM.L =002E ROM.N =0030 ROM.P =0032 ROM.R =0033 ROM.S =0000 ROM.SPC =0034 ROM.T =0037 ROM.W =0039 ROM.Y =E000 ROMCHARSET B69B ROTATE =00CB SCORE =00CE SCOREDCLASSIND =00CD SCOREDRANKIND B6FB SCREENCOLUMN B71E SCREENROW BED1 SECTORCHARTAB BBA6 SECTORTYPETAB B162 SELECTWARP B223 SETTITLE B045 SETVIEW =0090 SHAP.HYPERWARP =0060 SHAP.METEOR =0030 SHAP.STARBASEC =0020 SHAP.STARBASEL =0040 SHAP.STARBASER =0000 ?SHAP.TORPEDO =0050 SHAP.TRANSVSSL =0080 SHAP.ZBASESTAR =0070 SHAP.ZCRUISER =0010 SHAP.ZFIGHTER =0081 SHIELDSCOLOR =00D0 SHIPVIEW B8A7 SHOWCOORD B8CD SHOWDIGITS =D20F SKCTL A172 SKIP001 A21F SKIP002 A250 SKIP003 A262 SKIP004 A2C2 SKIP005 A2E8 SKIP006 A30E SKIP007 A39E SKIP008 A3BB SKIP009 A3C6 SKIP010 A3DF SKIP011 A3EA SKIP012 A3FE SKIP013 A43C SKIP014 A43F SKIP015 A473 SKIP016 A49A SKIP017 A4A7 SKIP018 A4AD SKIP019 A4CA SKIP020 A4DB SKIP021 A4E5 SKIP022 A4ED SKIP023 A503 SKIP024 A52A SKIP025 A52E SKIP026 A53E SKIP027 A548 SKIP028 A569 SKIP029 A58D SKIP030 A5A3 SKIP031 A5A5 SKIP032 A5AB SKIP033 A5D0 SKIP034 A600 SKIP035 A60C SKIP036 A61B SKIP037 A635 SKIP038 A687 SKIP039 A69B SKIP040 A6B7 SKIP041 A6C2 SKIP042 A6E9 SKIP043 A6EA SKIP044 A6F2 SKIP045 A715 SKIP046 A728 SKIP047 A77A SKIP048 A781 SKIP049 A7B8 SKIP050 A7BA SKIP051 A7E1 SKIP052 A7E9 SKIP053 A7EC SKIP054 A804 SKIP055 A80A SKIP056 A821 SKIP057 A827 SKIP058 A830 SKIP059 A850 SKIP060 A85F SKIP061 A898 SKIP062 A8AC SKIP063 A8E8 SKIP064 A8EC SKIP065 A900 SKIP066 A901 SKIP067 A915 SKIP068 A91E SKIP069 A96F SKIP070 A97F SKIP071 A9A6 SKIP072 AA1A SKIP073 AA20 SKIP074 AA40 SKIP075 AA66 SKIP076 AA6F SKIP077 AA78 SKIP078 AA90 SKIP079 AAB3 SKIP080 AAC8 SKIP081 AACF SKIP082 AAD5 SKIP083 AADD SKIP084 AAE0 SKIP085 AAF4 SKIP086 AB00 SKIP087 AB03 SKIP088 AB09 SKIP089 AB11 SKIP090 AB36 SKIP091 AB37 SKIP092 AB66 SKIP093 AB84 SKIP094 AB98 SKIP095 AB9C SKIP096 ABAE SKIP097 ABBA SKIP098 ABC4 SKIP099 ABDD SKIP100 ABE1 SKIP101 ABE5 SKIP102 ABE9 SKIP103 ABEB SKIP104 ABFA SKIP105 AC08 SKIP106 AC0A SKIP107 AC31 SKIP108 AC32 SKIP109 AC4F SKIP110 ACE5 SKIP111 ACF3 SKIP112 AD12 SKIP113 AD26 SKIP114 AD35 SKIP115 AD61 SKIP116 AD6C SKIP117 AD70 SKIP118 AD71 SKIP119 AD82 SKIP120 ADB8 SKIP121 ADB9 SKIP122 AE03 SKIP123 AE40 SKIP124 AE41 SKIP125 AE56 SKIP126 AE58 SKIP127 AE66 SKIP128 AEB1 SKIP129 AEC9 SKIP130 AED2 SKIP131 AEDA SKIP132 AF10 SKIP133 AF19 SKIP134 AF1E SKIP135 AF32 SKIP136 AF3C SKIP137 AF43 SKIP138 AF58 SKIP139 AF64 SKIP140 AF6F SKIP141 AF94 SKIP142 AFC6 SKIP143 AFE7 SKIP144 AFF3 SKIP145 AFFD SKIP146 B020 SKIP147 B02B SKIP148 B036 SKIP149 B040 SKIP150 B041 SKIP151 B060 SKIP152 B073 SKIP153 B082 SKIP154 B096 SKIP155 B099 SKIP156 B0E6 SKIP157 B0ED SKIP158 B0FB SKIP159 B0FC SKIP160 B106 SKIP161 B14A SKIP162 B15A SKIP163 B15D SKIP164 B161 SKIP165 B16A SKIP166 B16B SKIP167 B173 SKIP168 B1BE SKIP169 B1C8 SKIP170 B1D3 SKIP171 B1E0 SKIP172 B212 SKIP173 B21E SKIP174 B21F SKIP175 B22E SKIP176 B23A SKIP177 B249 SKIP178 B25F SKIP179 B268 SKIP180 B27C SKIP181 B2A2 SKIP182 B2A8 SKIP183 B2E1 SKIP184 B2E6 SKIP185 B2F3 SKIP186 B32B SKIP187 B337 SKIP188 B349 SKIP189 B357 SKIP190 B369 SKIP191 B397 SKIP192 B39F SKIP193 B3B9 SKIP194 B3CA SKIP195 B47C SKIP196 B4C6 SKIP197 B4F5 SKIP198 B50F SKIP199 B511 SKIP200 B516 SKIP201 B51A SKIP202 B527 SKIP203 B536 SKIP204 B53E SKIP205 B544 SKIP206 B562 SKIP207 B565 SKIP208 B569 SKIP209 B56A SKIP210 B574 SKIP211 B59A SKIP212 B5B0 SKIP213 B5BB SKIP214 B5DA SKIP215 B619 SKIP216 B61C SKIP217 B61D SKIP218 B644 SKIP219 B655 SKIP220 B68D SKIP221 B68F SKIP222 B698 SKIP223 B6A4 SKIP224 B6E1 SKIP225 B709 SKIP226 B717 SKIP227 B72E SKIP228 B73E SKIP229 B745 SKIP230 B74A SKIP231 B753 SKIP232 B75A SKIP233 B763 SKIP234 B785 SKIP235 B7A9 SKIP236 B7D7 SKIP237 B7F0 SKIP238 B803 SKIP239 B810 SKIP240 B812 SKIP241 B822 SKIP242 B85C SKIP243 B88C SKIP244 B88E SKIP245 B8A6 SKIP246 B8BD SKIP247 B2AB SOUND BAF5 STICKINCTAB =D209 STIMER =0960 THETAC1 =00CF TITLELIFE =00D1 TITLEPHR =0D1F TITLETXT =00BE TORPEDODELAY =095A TRACKC1 =095C TRACKDIGIT BECF TRACKKEYSTAB =00C2 TRAILDELAY =00C3 TRAILIND =D010 TRIG0 AE29 TRIGGER A7BF UPDATTCOMP B804 UPDPANEL B07B UPDSCREEN B216 UPDTITLE A6D1 VBIHNDLR =D40B VCOUNT =0200 VDSLST =00C6 VEERMASK BED7 VEERMASKTAB =094B VELOCD1 =00C1 VELOCITYHI =0070 VELOCITYLO BAB4 VELOCITYTAB =00C7 VICINITYMASK BFB3 VICINITYMASKTAB BE22 VIEWMODETAB =0216 VIMIRQ =0222 VVBLKI =008F WARPARRVCOLUMN =008E WARPARRVROW =008D WARPDEPRCOLUMN =008C WARPDEPRROW =0091 WARPENERGY BADD WARPENERGYTAB BB3A WARPSTARXTAB BB3E WARPSTARYTAB =00C0 WARPSTATE =00C4 WARPTEMPCOLUMN =00C5 WARPTEMPROW BC2B WORDTAB =D40A WSYNC =0A71 XPOSHI =0B04 XPOSLO =09DE XPOSSIGN =0B97 XVEL =0AA2 YPOSHI =0B35 YPOSLO =0A0F YPOSSIGN =0BC8 YVEL =0A40 ZPOSHI =0AD3 ZPOSLO =09AD ZPOSSIGN =0B66 ZVEL =00BF ZYLONATTACKER =00A8 ZYLONFLPAT0 =00A9 ?ZYLONFLPAT1 BF91 ZYLONFLPATTAB BF85 ZYLONHOMVELTAB BF89 ZYLONSHAPTAB =00BA ZYLONTIMX0 =00BB ?ZYLONTIMX1 =00BC ?ZYLONTIMY0 =00BD ?ZYLONTIMY1 =0078 ZYLONUNITTIM =00B4 ZYLONVELINDX0 =00B5 ?ZYLONVELINDX1 =00B6 ?ZYLONVELINDY0 =00B7 ?ZYLONVELINDY1 =00B2 ZYLONVELINDZ0 =00B3 ?ZYLONVELINDZ1 BF99 ZYLONVELTAB SYMBOLS (SORTED BY VALUE): 898 =0000 CCS.0 =0000 RIGHT =0000 ROM.SPC =0000 ?SHAP.TORPEDO =0001 ?CCS.1 =0002 ?CCS.2 =0003 ?CCS.3 =0004 ?CCS.4 =0005 ?CCS.5 =0005 NUMSPCOBJ.PL =0006 ?CCS.6 =0007 ?CCS.7 =0008 ?CCS.8 =0009 CCS.9 =000A CCS.SPC =000B CCS.COLON =000C CCS.BORDERSW =000C NUMSPCOBJ.STARS =000D CCS.E =000E CCS.INF =000E ROM.DOT =000F CCS.MINUS =0010 CCS.PLUS =0010 ROM.0 =0010 SHAP.ZFIGHTER =0011 CCS.PHI =0011 NUMSPCOBJ.NORM =0011 ROM.1 =0012 CCS.V =0012 ROM.2 =0013 CCS.R =0013 ROM.3 =0014 CCS.THETA =0014 ROM.4 =0015 CCS.K =0015 ROM.5 =0016 CCS.T =0017 ?CCS.C =0018 CCS.BORDERS =0019 CCS.BORDERW =0019 ROM.9 =001A CCS.CORNERSW =001A ROM.COLON =001B CCS.STARBASE =001C CCS.4ZYLONS =001D CCS.3ZYLONS =001E CCS.2ZYLONS =0020 SHAP.STARBASEL =0021 ROM.A =0023 ROM.C =0024 ROM.D =0025 ROM.E =0027 ROM.G =002C ROM.L =002E ROM.N =0030 ROM.P =0030 SHAP.STARBASEC =0031 NUMSPCOBJ.ALL =0032 ROM.R =0033 ROM.S =0034 ROM.T =0037 ROM.W =0039 ROM.Y =0040 CCS.COL1 =0040 EOP =0040 SHAP.STARBASER =0050 SHAP.TRANSVSSL =0060 SHAP.METEOR =0062 MISSIONLEVEL =0063 FKEYCODE =0064 ISDEMOMODE =0065 NEWTITLEPHR =0066 IDLECNTHI =0067 ISVBISYNC =0068 L.DIVISOR =0068 L.MEMPTR1 =0068 L.RANGE =0068 MEMPTR =006A DIVIDEND =006A L.CTRLDZYLON =006A L.DIFFC =006A L.DIRECTIONIND =006A L.FOURCOLORPIX =006A L.GCMEMMAPIND =006A L.HEIGHTCNT =006A L.ISDESTROYED =006A L.KEYCODE =006A L.MAXRNDXY =006A L.MEMPTR2 =006A L.NEWSECTOR =006A L.NUMBYTES =006A L.PIXELBYTEOFF =006A L.RANGEINDEX =006A L.SECTORTYPE =006A L.SIGNCHAR =006A L.TERM3LO =006A L.VECCOMPIND =006A L.VELSIGN =006A L.WARPARRVCOL =006A L.WORD =006B L.ABSDIFFCOL =006B L.BITPAT =006B L.COLORMASK =006B L.COLUMNPOS =006B L.LOOPCNT2 =006B L.PLHIT =006B L.SECTORCNT =006B L.TERM3HI =006B L.VELOCITYHI =006C L.SHIFTSHAPE =006C L.TERM3SIGN =006C L.TOKEN =006C L.VIEWDIR =006D JOYSTICKDELTA =006D L.PIXELCOLUMN =006D L.PIXELROW =006D L.QUOTIENT =006E L.DIRSAV =006E L.LOOPCNT =006E L.TRAILCNT =006E L.ZPOSOFF =0070 SHAP.ZCRUISER =0070 VELOCITYLO =0071 NEWVELOCITY =0072 COUNT8 =0073 EXPLLIFE =0074 CLOCKTIM =0075 DOCKSTATE =0076 COUNT256 =0077 IDLECNTLO =0078 ZYLONUNITTIM =0079 MAXSPCOBJIND =007A OLDMAXSPCOBJIND =007B ISSTARBASESECT =007C ISTRACKCOMPON =007D DRAINSHIELDS =007E DRAINATTCOMP =007F ENERGYCNT =0080 CCS.COL2 =0080 DOWN =0080 DRAINENGINES =0080 EOS =0080 EOW =0080 NEG =0080 SHAP.ZBASESTAR =0081 SHIELDSCOLOR =0082 PL3HIT =0083 PL4HIT =0084 OLDTRIG0 =0086 ISTRACKING =0087 BARRELNR =0088 LOCKONLIFE =0089 PLTRACKED =008A HITBADNESS =008B REDALERTLIFE =008C WARPDEPRROW =008D WARPDEPRCOLUMN =008E WARPARRVROW =008F WARPARRVCOLUMN =0090 CURRSECTOR =0090 SHAP.HYPERWARP =0091 WARPENERGY =0092 ARRVSECTOR =0093 HUNTSECTOR =0094 HUNTSECTCOLUMN =0095 HUNTSECTROW =0096 NEWZYLONDIST =009E OLDZYLONDIST =009F HUNTTIM =00A0 BLIPCOLUMN =00A1 BLIPROW =00A2 BLIPCYCLECNT =00A3 ISINLOCKON =00A4 DIRLEN =00A5 PENROW =00A6 PENCOLUMN =00A7 CTRLDZYLON =00A8 ZYLONFLPAT0 =00A9 ?ZYLONFLPAT1 =00AA MILESTTIM0 =00AB ?MILESTTIM1 =00AC MILESTVELINDZ0 =00AD ?MILESTVELINDZ1 =00AE ?MILESTVELINDX0 =00AF ?MILESTVELINDX1 =00B0 ?MILESTVELINDY0 =00B1 ?MILESTVELINDY1 =00B2 ZYLONVELINDZ0 =00B3 ?ZYLONVELINDZ1 =00B4 ZYLONVELINDX0 =00B5 ?ZYLONVELINDX1 =00B6 ?ZYLONVELINDY0 =00B7 ?ZYLONVELINDY1 =00B8 ISBACKATTACK0 =00B9 ?ISBACKATTACK1 =00BA ZYLONTIMX0 =00BB ?ZYLONTIMX1 =00BC ?ZYLONTIMY0 =00BD ?ZYLONTIMY1 =00BE TORPEDODELAY =00BF ZYLONATTACKER =00C0 CCS.COL3 =00C0 LONG =00C0 WARPSTATE =00C1 VELOCITYHI =00C2 TRAILDELAY =00C3 TRAILIND =00C4 WARPTEMPCOLUMN =00C5 WARPTEMPROW =00C6 VEERMASK =00C7 VICINITYMASK =00C8 JOYSTICKX =00C9 JOYSTICKY =00CA KEYCODE =00CB SCORE =00CD SCOREDRANKIND =00CE SCOREDCLASSIND =00CF TITLELIFE =00D0 SHIPVIEW =00D1 TITLEPHR =00D2 BEEPFRQIND =00D3 BEEPREPEAT =00D4 BEEPTONELIFE =00D5 BEEPPAUSELIFE =00D6 BEEPPRIORITY =00D7 BEEPFRQSTART =00D8 BEEPLIFE =00D9 BEEPTOGGLE =00DA NOISETORPTIM =00DB NOISEEXPLTIM =00DC NOISEAUDC2 =00DD NOISEAUDC3 =00DE NOISEAUDF1 =00DF NOISEAUDF2 =00E0 NOISEFRQINC =00E1 NOISELIFE =00E2 NOISEZYLONTIM =00E3 NOISEHITLIFE =00E4 PL0SHAPOFF =00E5 PL1SHAPOFF =00E6 PL2SHAPOFF =00E7 PL3SHAPOFF =00E8 PL4SHAPOFF =00E9 PL0LIFE =00EA PL1LIFE =00EB PL2LIFE =00EC PL3LIFE =00ED PL4LIFE =00EE PL0COLOR =00EF ?PL1COLOR =00F0 ?PL2COLOR =00F1 ?PL3COLOR =00F2 PF0COLOR =00F3 ?PF1COLOR =00F4 PF2COLOR =00F5 ?PF3COLOR =00F6 BGRCOLOR =00F7 PF0COLORDLI =00F8 ?PF1COLORDLI =00F9 ?PF2COLORDLI =00FA ?PF3COLORDLI =00FB BGRCOLORDLI =0200 VDSLST =0216 VIMIRQ =0222 VVBLKI =0280 DSPLST =0300 PL4DATA =0400 PL0DATA =0500 PL1DATA =0600 PL2DATA =0700 PL3DATA =0800 PFMEMROWLO =0864 PFMEMROWHI =08C9 GCMEMMAP =0949 PANELTXT =094B VELOCD1 =0950 KILLCNTD1 =0955 ENERGYD1 =095A TRACKC1 =095C TRACKDIGIT =0960 THETAC1 =0966 PHIC1 =096C RANGEC1 =0971 GCTXT =097D GCWARPD1 =098D GCTRGCNT =0992 GCSTATPHO =0993 GCSTATENG =0994 GCSTATSHL =0995 GCSTATCOM =0996 GCSTATLRS =0997 GCSTATRAD =09A3 GCSTARDAT =09AD ZPOSSIGN =09AF PL2ZPOSSIGN =09B0 PL3ZPOSSIGN =09B1 PL4ZPOSSIGN =09DE XPOSSIGN =09E0 ?PL2XPOSSIGN =09E1 PL3XPOSSIGN =09E2 PL4XPOSSIGN =0A0F YPOSSIGN =0A11 PL2YPOSSIGN =0A12 PL3YPOSSIGN =0A13 PL4YPOSSIGN =0A40 PL0ZPOSHI =0A40 ZPOSHI =0A42 PL2ZPOSHI =0A43 PL3ZPOSHI =0A44 PL4ZPOSHI =0A71 XPOSHI =0A73 PL2XPOSHI =0A74 PL3XPOSHI =0A75 PL4XPOSHI =0AA2 YPOSHI =0AA4 PL2YPOSHI =0AA5 PL3YPOSHI =0AA6 PL4YPOSHI =0AD3 ZPOSLO =0AD5 PL2ZPOSLO =0AD6 PL3ZPOSLO =0AD7 ?PL4ZPOSLO =0B04 XPOSLO =0B06 ?PL2XPOSLO =0B07 PL3XPOSLO =0B08 ?PL4XPOSLO =0B35 YPOSLO =0B37 ?PL2YPOSLO =0B38 PL3YPOSLO =0B39 ?PL4YPOSLO =0B66 ?PL0ZVEL =0B66 ZVEL =0B67 ?PL1ZVEL =0B68 PL2ZVEL =0B69 PL3ZVEL =0B6A PL4ZVEL =0B97 ?PL0XVEL =0B97 XVEL =0B98 ?PL1XVEL =0B99 PL2XVEL =0B9A PL3XVEL =0B9B PL4XVEL =0BC8 ?PL0YVEL =0BC8 YVEL =0BC9 ?PL1YVEL =0BCA PL2YVEL =0BCB PL3YVEL =0BCC PL4YVEL =0BF9 PIXELROWNEW =0BF9 PL0ROWNEW =0BFA PL1ROWNEW =0BFB PL2ROWNEW =0BFC PL3ROWNEW =0BFD PL4ROWNEW =0C2A PIXELCOLUMN =0C2A PL0COLUMN =0C2B PL1COLUMN =0C2C PL2COLUMN =0C2D PL3COLUMN =0C2E PL4COLUMN =0C5B PIXELROW =0C5B PL0ROW =0C5C PL1ROW =0C5D PL2ROW =0C5E PL3ROW =0C5F PL4ROW =0C8C PIXELBYTEOFF =0C8C PL0SHAPTYPE =0C8D PL1SHAPTYPE =0C8E PL2SHAPTYPE =0C8F PL3SHAPTYPE =0C90 PL4SHAPTYPE =0CBD PIXELSAVE =0CBD PL0HEIGHT =0CBE PL1HEIGHT =0CBF PL2HEIGHT =0CC0 PL3HEIGHT =0CC1 PL4HEIGHT =0CEE PIXELBYTE =0CEE PL0HEIGHTNEW =0CEF PL1HEIGHTNEW =0CF0 PL2HEIGHTNEW =0CF1 PL3HEIGHTNEW =0CF2 PL4HEIGHTNEW =0D1F TITLETXT =0D35 GCPFMEM =0DE9 MAPTO80 =0EE9 MAPTOBCD99 =1000 PFMEM =1000 PFMEM.C0R0 =10C8 PFMEM.C0R5 =12A8 PFMEM.C0R17 =17BB PFMEM.C76R49 =17BC PFMEM.C80R49 =17E3 PFMEM.C76R50 =17E4 PFMEM.C80R50 =1B36 PFMEM.C120R71 =1BFE PFMEM.C120R76 =1C04 PFMEM.C144R76 =1C9E PFMEM.C120R80 =1CA4 PFMEM.C144R80 =1D40 PFMEM.C128R84 =1D42 PFMEM.C136R84 =1D68 PFMEM.C128R85 =1D6A PFMEM.C136R85 A000 CHARSET A0F8 LRSHEADER A109 AFTHEADER A11A GCHEADER A12E DLSTGC A14A INITCOLD A15A INITSELECT A15C INITDEMO A15E INITSTART A165 LOOP001 A172 SKIP001 A1F3 GAMELOOP A201 LOOP002 A21F SKIP002 A227 LOOP003 A250 SKIP003 A262 SKIP004 A26A LOOP004 A277 LOOP005 A284 LOOP006 A291 LOOP007 A29E LOOP008 A2BA LOOP009 A2C2 SKIP005 A2E0 LOOP010 A2E8 SKIP006 A306 LOOP011 A30E SKIP007 A327 LOOP012 A343 LOOP013 A389 LOOP014 A39E SKIP008 A3A6 LOOP015 A3BB SKIP009 A3BD LOOP016 A3C6 SKIP010 A3DF SKIP011 A3E4 LOOP017 A3EA SKIP012 A3EB LOOP018 A3FE SKIP013 A422 LOOP019 A428 LOOP020 A43C SKIP014 A43F SKIP015 A453 LOOP021 A473 SKIP016 A47D JUMP001 A49A SKIP017 A4A4 JUMP002 A4A7 SKIP018 A4AD SKIP019 A4C0 LOOP022 A4CA SKIP020 A4DB SKIP021 A4E5 SKIP022 A4E7 LOOP023 A4ED SKIP023 A4FC LOOP024 A503 SKIP024 A52A SKIP025 A52E SKIP026 A53E SKIP027 A548 SKIP028 A569 SKIP029 A579 JUMP003 A58D SKIP030 A593 LOOP025 A5A3 SKIP031 A5A5 SKIP032 A5AB SKIP033 A5D0 SKIP034 A600 SKIP035 A60C SKIP036 A61B SKIP037 A635 SKIP038 A687 SKIP039 A69B SKIP040 A6B7 SKIP041 A6C2 SKIP042 A6D1 VBIHNDLR A6E9 SKIP043 A6EA SKIP044 A6F2 SKIP045 A6F6 LOOP026 A715 SKIP046 A718 DLSTHNDLR A728 SKIP047 A730 LOOP027 A74B JUMP004 A751 IRQHNDLR A765 LOOP028 A76F DRAWLINES A77A SKIP048 A781 SKIP049 A782 DRAWLINE A784 DRAWLINE2 A78E LOOP029 A7B8 SKIP050 A7BA SKIP051 A7BF UPDATTCOMP A7CF LOOP030 A7E1 SKIP052 A7E9 SKIP053 A7EC SKIP054 A804 SKIP055 A80A SKIP056 A821 SKIP057 A827 SKIP058 A830 SKIP059 A83A LOOP031 A83C LOOP032 A850 SKIP060 A85F SKIP061 A898 SKIP062 A89B HYPERWARP A8AC SKIP063 A8E8 SKIP064 A8EC SKIP065 A900 SKIP066 A901 SKIP067 A915 SKIP068 A91E SKIP069 A947 LOOP033 A96F SKIP070 A97F SKIP071 A980 ABORTWARP A987 ENDWARP A98D CLEANUPWARP A9A6 SKIP072 A9B4 INITTRAIL A9E5 LOOP034 AA1A SKIP073 AA20 SKIP074 AA21 PROJECTION AA40 SKIP075 AA52 LOOP035 AA66 SKIP076 AA6F SKIP077 AA78 SKIP078 AA79 MANEUVER AA90 SKIP079 AAB3 SKIP080 AAB5 LOOP036 AAC8 SKIP081 AACF SKIP082 AAD5 SKIP083 AADD SKIP084 AAE0 SKIP085 AAF4 SKIP086 AB00 SKIP087 AB03 SKIP088 AB09 SKIP089 AB11 SKIP090 AB36 SKIP091 AB37 SKIP092 AB66 SKIP093 AB84 SKIP094 AB98 SKIP095 AB9C SKIP096 ABAE SKIP097 ABB3 LOOP037 ABBA SKIP098 ABC4 SKIP099 ABCA LOOP038 ABDD SKIP100 ABE1 SKIP101 ABE5 SKIP102 ABE9 SKIP103 ABEB SKIP104 ABFA SKIP105 ABFC LOOP039 AC08 SKIP106 AC0A SKIP107 AC31 SKIP108 AC32 SKIP109 AC4F SKIP110 AC6B INITEXPL AC73 LOOP040 ACAF COPYPOSVEC ACC1 COPYPOSXY ACE5 SKIP111 ACE6 DOCKING ACF3 SKIP112 AD12 SKIP113 AD26 SKIP114 AD35 SKIP115 AD61 SKIP116 AD6C SKIP117 AD70 SKIP118 AD71 SKIP119 AD82 SKIP120 ADB8 SKIP121 ADB9 SKIP122 ADCA LOOP041 ADD7 LOOP042 ADF1 MODDLST ADF4 LOOP043 ADFB LOOP044 AE03 SKIP123 AE0D CLRPLAYFIELD AE0F CLRMEM AE1A LOOP045 AE29 TRIGGER AE40 SKIP124 AE41 SKIP125 AE56 SKIP126 AE58 SKIP127 AE66 SKIP128 AEA8 NOISE AEB1 SKIP129 AEB3 LOOP046 AEC9 SKIP130 AECA HOMINGVEL AED2 SKIP131 AEDA SKIP132 AEE1 DAMAGE AEE7 LOOP047 AF10 SKIP133 AF19 SKIP134 AF1E SKIP135 AF32 SKIP136 AF3C SKIP137 AF3D COLLISION AF3F LOOP048 AF43 SKIP138 AF58 SKIP139 AF64 SKIP140 AF6F SKIP141 AF94 SKIP142 AFC6 SKIP143 AFD5 LOOP049 AFE7 SKIP144 AFEC LOOP050 AFF3 SKIP145 AFFD SKIP146 AFFE KEYBOARD B011 LOOP051 B020 SKIP147 B02B SKIP148 B036 SKIP149 B040 SKIP150 B041 SKIP151 B045 SETVIEW B056 LOOP052 B060 SKIP152 B073 SKIP153 B07B UPDSCREEN B082 SKIP154 B096 SKIP155 B099 SKIP156 B0E6 SKIP157 B0ED SKIP158 B0FB SKIP159 B0FC SKIP160 B106 SKIP161 B10A GAMEOVER B121 GAMEOVER2 B14A SKIP162 B15A SKIP163 B15D SKIP164 B161 SKIP165 B162 SELECTWARP B16A SKIP166 B16B SKIP167 B173 SKIP168 B1A7 CALCWARP B1BE SKIP169 B1C8 SKIP170 B1D3 SKIP171 B1E0 SKIP172 B1FE LOOP053 B200 LOOP054 B212 SKIP173 B216 UPDTITLE B21E SKIP174 B21F SKIP175 B223 SETTITLE B22E SKIP176 B234 LOOP055 B23A SKIP177 B249 SKIP178 B25F SKIP179 B268 SKIP180 B276 LOOP056 B27C SKIP181 B286 LOOP057 B2A2 SKIP182 B2A8 SKIP183 B2AB SOUND B2C1 LOOP058 B2E1 SKIP184 B2E6 SKIP185 B2F3 SKIP186 B32B SKIP187 B337 SKIP188 B349 SKIP189 B357 SKIP190 B369 SKIP191 B397 SKIP192 B39F SKIP193 B3A6 BEEP B3AF LOOP059 B3B9 SKIP194 B3BA INITIALIZE B3BC LOOP060 B3CA SKIP195 B3EE LOOP061 B41B LOOP062 B441 LOOP063 B44C LOOP064 B47C SKIP196 B488 LOOP065 B492 LOOP066 B4B9 DRAWGC B4BD LOOP067 B4C6 SKIP197 B4E4 FLUSHGAMELOOP B4F5 SKIP198 B50F SKIP199 B511 SKIP200 B516 SKIP201 B51A SKIP202 B51C LOOP068 B527 SKIP203 B536 SKIP204 B53E SKIP205 B544 SKIP206 B54E LOOP069 B562 SKIP207 B565 SKIP208 B569 SKIP209 B56A SKIP210 B574 SKIP211 B57C LOOP070 B59A SKIP212 B5B0 SKIP213 B5BB SKIP214 B5C1 LOOP071 B5D1 LOOP072 B5DA SKIP215 B5EA LOOP073 B5EF LOOP074 B601 LOOP075 B619 SKIP216 B61C SKIP217 B61D SKIP218 B632 LOOP076 B644 SKIP219 B655 SKIP220 B662 LOOP077 B664 LOOP078 B68D SKIP221 B68F SKIP222 B698 SKIP223 B69B ROTATE B6A4 SKIP224 B6E1 SKIP225 B6FB SCREENCOLUMN B709 SKIP226 B717 SKIP227 B71E SCREENROW B72E SKIP228 B73E SKIP229 B745 SKIP230 B74A SKIP231 B753 SKIP232 B75A SKIP233 B763 SKIP234 B764 INITPOSVEC B785 SKIP235 B7A9 SKIP236 B7BE RNDINVXY B7D7 SKIP237 B7F0 SKIP238 B7F1 ISSURROUNDED B803 SKIP239 B804 UPDPANEL B810 SKIP240 B812 SKIP241 B822 SKIP242 B85C SKIP243 B86F DECENERGY B88C SKIP244 B88E SKIP245 B896 LOOP079 B8A6 SKIP246 B8A7 SHOWCOORD B8BD SKIP247 B8CD SHOWDIGITS B8DF PLCOLOROFFTAB B8E4 PLSHAP1TAB B9B1 PLSHAP2TAB BA62 DLSTFRAG BA6A DLSTFRAGGC BA6D DLSTFRAGLRS BA75 DLSTFRAGAFT BA7D DLSTFRAGFRONT BA8C DLSTFRAGOFFTAB BA90 FOURCOLORPIXEL BAB0 PIXELMASKTAB BAB4 VELOCITYTAB BABE KEYTAB BAD3 DRAINRATETAB BADD WARPENERGYTAB BAF5 STICKINCTAB BAF9 DRAWLINESTAB BB3A WARPSTARXTAB BB3E WARPSTARYTAB BB42 PANELTXTTAB BBA6 SECTORTYPETAB BBAA PHRASETAB BC2B WORDTAB BE22 VIEWMODETAB BE26 MSGOFFTAB BE29 MSGBITTAB BE2C MSGONTAB BE2F PLSHAPOFFTAB BE7F PLSHPHEIGHTTAB BECF TRACKKEYSTAB BED1 SECTORCHARTAB BED7 VEERMASKTAB BEDB PLSTARBAOFFTAB BEDD BONUSTAB BEE9 RANKTAB BEFC CLASSTAB BF0C MISSIONPHRTAB BF10 DAMAGEPROBTAB BF14 DAMAGEPHRTAB BF1A DESTROYPHRTAB BF20 NOISEPATTAB BF3E BEEPPATTAB BF5C BEEPFRQTAB BF6E BLIPSHAPTAB BF73 BARRELXTAB BF75 HITMAXZTAB BF7D HITMINZTAB BF85 ZYLONHOMVELTAB BF89 ZYLONSHAPTAB BF91 ZYLONFLPATTAB BF99 ZYLONVELTAB BFA9 PFCOLORTAB BFB3 VICINITYMASKTAB BFBB MOVEPROBTAB BFC0 COMPASSOFFTAB BFC9 HOMVELTAB BFD1 PLSHAPCOLORTAB BFDB PLSHAPBRITTAB BFEB NOISETORPVOLTAB BFF3 NOISETORPFRQTAB =D000 HPOSP0 =D001 HPOSP1 =D002 HPOSP2 =D003 HPOSP3 =D004 HPOSM0 =D005 HPOSM1 =D006 HPOSM2 =D007 HPOSM3 =D008 M0PL =D009 M1PL =D00A M2PL =D00B M3PL =D00F P3PL =D010 TRIG0 =D012 COLPM0 =D016 COLPF0 =D01B PRIOR =D01D GRACTL =D01E HITCLR =D01F CONSOL =D200 AUDF1 =D202 AUDF2 =D203 AUDC2 =D204 AUDF3 =D205 AUDC3 =D206 AUDF4 =D207 AUDC4 =D208 AUDCTL =D209 KBCODE =D209 STIMER =D20A RANDOM =D20E IRQEN =D20F SKCTL =D300 PORTA =D302 PACTL =D400 DMACTL =D402 DLIST =D407 PMBASE =D409 CHBASE =D40A WSYNC =D40B VCOUNT =D40E NMIEN =E000 ROMCHARSET