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data.asm
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data.asm
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.byte 0 ; retract code requires a buffer byte before the queue
.align 256
retractqueue:
.fill 128,$ff
.align 128
entrances:
.fill 12*8,0 ; up to 10 entrances, 8 bytes apiece
turntable:
.byte $85,$85,$00,$00,$84,$00,$00,$00
.byte $03,$03,$84,$00,$00,$00,$00,$00
.byte $00,$02,$85,$00,$03,$00,$00,$00
.byte $00,$00,$00,$00,$00,$00,$00,$00
.byte $02,$00,$85,$00,$03,$00,$00,$00
.byte $00,$00,$00,$00,$00,$00,$00,$00
headchar:
.byte PIPE_HEAD1
playerpos:
.word 0
oldplayerpos:
.word 0
playerhit:
.byte 0
playerdirn:
.word 0
retractptr:
.word 0
timerv:
.byte 0
lives:
.byte 0
.module BONUSES ; ----------------- MODULE ---------------
bonusdefs:
.byte $20,0
.word BONUSES._byteEQ,BONUSES._deathsPerLevel ; #1 - survivor
.byte $20,0
.word BONUSES._byteEQ,BONUSES._eexited ; #2 - alcatraz guard
.byte $25,50
.word BONUSES._byteGTE,BONUSES._eeaten ; #3 - hungry guy
.byte $30,3
.word BONUSES._byteLT,timerv ; #4 - brinksman
.byte $40,2
.word BONUSES._byteEQ,BONUSES._levelsWithoutADeath ; #5 - superskill
.byte $50,4
.word BONUSES._byteGTE,BONUSES._levelsWithoutADeath ; #6 - godskill
.byte $50,90
.word BONUSES._byteEQ,retractptr ; #7 - bigg boy
.byte $10,3
.word BONUSES._byteEQ,level ; #8 - clocker
.byte $15,4
.word BONUSES._byteEQ,level ; #9 - clocker ii electric boogaloo
.byte $20,5
.word BONUSES._byteEQ,level ; #10 - clocker iii wowee
.byte $25,6
.word BONUSES._byteEQ,level ; #11 - clocker iv big score
.byte $30,7
.word BONUSES._byteEQ,level ; #12 - roy castle
bonusdefsend:
bonuscount = (bonusdefsend-bonusdefs)/6
_eobdp: ; end of bonus display pause
.byte 0
_bonus:
.byte 0
_deathsPerLevel:
.byte 0
_levelsWithoutADeath:
.byte 0
_eeaten:
.byte 0
_eexited:
.byte 0
.endmodule ; ----------------- END MODULE ---------------
.module INSTRUCTIONS
_instcreds:
.word _ic3,_ic2,_ic3,_ic1
_ic1:
.asc "game : sirmorris"
_ic2:
.asc "music : yerzmyey"
_ic3:
.asc "<reel> to return"
.endmodule
soundbank:
.incbin biggoil.afb
titlestc:
.incbin yerz.stc
.module REDEFDATA ; ----------------- MODULE ---------------
; ----- 4 3 2 1 0
;
; $FE - V, C, X, Z, SH 0
; $FD - G, F, D, S, A 1
; $FB - T, R, E, W, Q 2
; $F7 - 5, 4, 3, 2, 1 3
; $EF - 6, 7, 8, 9, 0 4
; $DF - Y, U, I, O, P 5
; $BF - H, J, K, L, NL 6
; $7F - B, N, M, ., SP 7
;
; js mask row kb mask -
; .byte %10000000, 2, %00000001, 0 ; up (Q)
_keyaddress:
.word 0
_ipindex:
.byte 0
_bit2byte:
.byte 1,2,4,8,16,0
_pkf:
.asc "press key for:"
_upk:
.byte 0
.asc " up "
_dnk:
.byte 1
.asc "down "
_lfk:
.byte 2
.asc "left "
_rtk:
.byte 3
.asc "right"
_frk:
.byte 4
.asc "reel "
.endmodule ; ----------------- END MODULE ---------------
level1:
.incbin lvl1.binlz
level2:
.incbin lvl2.binlz
level3:
.incbin lvl3.binlz
level4:
.incbin lvl4.binlz
title:
.incbin title.binlz
end:
.incbin end.binlz
help:
.incbin instructions.binlz
enemydata:
.fill ENEMYSIZE*NENEMIES,0
scoreline:
.byte $38, $28, $34, $37, $2a, $0e, $1c, $1c, $1c, $1c, $1c, $00, $2d, $2e, $0e, $1c, $1c, $1c, $1c, $1c, $00, $31, $3b, $31, $0e, $1d, $00, $32, $2a, $33, $0e, $20
.align 1024
dfile:
.repeat 12
.byte 076H
.fill 32,0
.loop
.byte $76
.fill 14,0
.byte $3c,$26,$2e,$39
.fill 14,0
.repeat 11
.byte 076H
.fill 32,0
.loop
.byte 076H
timeout:
.byte 0
entrancecount:
.byte 0
level:
.byte 0
.align 4
enemyanims:
.byte ENEMY,ENEMY|128 ; enemyanim0
.byte ENEMY,ENEMY|128 ; enemyanim1 etc
leveldata:
.word level1, level2, level3, level4
reversetab:
.word 33,-1,-33,0,1
.module INPUT ; ----------------- MODULE ---------------
; ----- 4 3 2 1 0
;
; $FE - V, C, X, Z, SH 0 11111110
; $FD - G, F, D, S, A 1 11111101
; $FB - T, R, E, W, Q 2 11111011
; $F7 - 5, 4, 3, 2, 1 3 11110111
; $EF - 6, 7, 8, 9, 0 4 11101111
; $DF - Y, U, I, O, P 5 11011111
; $BF - H, J, K, L, NL 6 10111111
; $7F - B, N, M, ., SP 7 01111111
;
; input state data:
;
; joystick bit, or $ff/%11111111 for no joy
; key row IN address,
; key mask, or $ff/%11111111 for no key
; trigger impulse
titleinputstates:
.byte %00001000,$7F,%00000001,0 ; startgame (SP)
.byte %11111111,$FB,%00001000,0 ; redefine (R)
.byte %11111111,$DF,%00000100,0 ; instructions (I)
.byte %11111111,$FE,%11111111,0
.byte %11111111,$FE,%11111111,0
inputstates:
.byte %10000000,$FB,%00000001,0 ; up (Q)
.byte %01000000,$FD,%00000001,0 ; down (A)
.byte %00100000,$DF,%00000010,0 ; left (O)
.byte %00010000,$DF,%00000001,0 ; right (P)
.byte %00001000,$7F,%00000001,0 ; fire (SP)
; calculate actual input impulse addresses
;
begin = titleinputstates + 3
redef = titleinputstates + 7
instr = titleinputstates + 11
up = inputstates + 3
down = inputstates + 7
left = inputstates + 11
right = inputstates + 15
fire = inputstates + 19
.endmodule ; ----------------- END MODULE ---------------
clouds:
.byte $00, $0a, $08, $09, $00, $00, $00, $00, $00, $00, $00, $0a, $0a, $09, $09, $00, $00, $00, $08, $08, $0a, $00, $00, $00, $00, $00, $00, $09, $08, $08, $0a, $00
.byte $00, $00, $00, $09, $09, $00, $00, $00, $00, $0a, $08, $00, $00, $00, $00, $09, $0a, $00, $00, $00, $09, $09, $08, $00, $00, $00, $00, $00, $00, $0a, $09, $00
.byte $00, $0a, $08, $09, $00, $00, $00, $00, $00, $00, $00, $0a, $0a, $09, $09, $00, $00, $00, $08, $08, $0a, $00, $00, $00, $00, $00, $00, $09, $08, $08, $0a, $00
bonustext:
.asc "secret bonus: 00"
score:
.word 0
scoretoadd:
.word 0
hiscore:
.word 0
newtone:
newtonep1=newtone+1
newtonep2=newtone+5
newtonep3=newtone+8
newtonep4=newtone+11
.byte $EF,$F9,$03,$00,$AD,$03,$02,$AA,$2D,$01,$A7,$FB,$00,$D0,$20
.byte $EF,$F9,$03,$00,$AD,$03,$02,$AA,$2D,$01,$A7,$FB,$00,$D0,$20
winchframe:
.byte 0
winchanim:
.byte $00,$01
.byte $00,$04
.byte $87,$00
.byte $02,$00
fuelchar:
.byte FUEL1
lx:
.byte 0
cldfrm:
.byte 0
generatimer:
.byte 0
timestop:
.byte 0
leveltrig:
.byte 0
rndseed:
.word 0
psound:
.byte 0
.align 1024
offscreenmap:
.fill 33*24