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WSGLOB.MAC
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.TITLE WSGLOB GLOBAL VARS AND EQUATES AND RAM, ETC
.INCLUDE WSCOMN
.ASECT
;---
.SBTTL EQUATES
RAM ==DPRAM ;2K BYTES
RAMZ ==RAM+800
NVRAM ==4500 ;POWER FAIL NON-VOLATILE RAM, 256.*4
NVRAMZ ==NVRAM+256.
NVRRCL ==4687 ;NOVRAM RECALL LATCH, D7 HI RECALLS DATA, DATA NOT ACCESSABLE WHILE IN RECALL MODE
NSTORE ==46A0 ;NOVRAM STORE, WRITE STROBE, TAKES 10 MS FOR COMPLETE STORE CYCLE
STACK ==RAMZ-1 ;SYSTEM STACK
;---
;VECTOR GENERATOR
VGBASE ==0
VGRAM ==VGBASE ;
VGRAMZ ==VGRAM+2800 ;
VGROM ==VGRAMZ
VGROMZ ==VGROM+1800
VGBFSZ ==VGROM-VGRAM/2 ;SINGLE BUFFER SIZE
VGHALT ==4320 ;D6 ON=> HALTED, ELSE RUNNING (HUNG?)
VGGO ==4600 ;ANY WRITE RESTARTS AT VRAM
VGSTOP ==4620 ;ANY WRITE SLAPS DOWN VG, UNCONTROLLED HALT
;
VGEDGT ==600. ;HARD TOP EDGE (NEVER VISIBLE)
VGEDGB ==-612. ;HARD BOTTOM EDGE
VGEDGL ==-510. ;HARD LEFT EDGE
VGEDGR ==510. ;HARD RIGHT EDGE (NEVER VISIBLE)
VGLIMT ==408. ;TOP LIMIT FOR MATH VIEW ALWAYS VISIBLE(DMZ)
VGLIMB ==-552. ;BOTTOM LIMIT
VGLIML ==-480. ;LEFT LIMIT
VGLIMR ==480. ;RIGHT LIMIT
VGOFFY ==-104. ;OFFSET IN Y FOR MATH BOX
VGRW0 ==552. ;VERY TOP LINE GUARRENTEED VISIBLE
VGRW1 ==528. ;ROW 1 Y PLACEMENT, 24 HI ROWS
VGRW2 ==504.
VGRW3 ==480.
VGRW4 ==456.
VGRW5 ==432.
VGRW6 ==408. ;BOTTOM OF ROW 6
VGRW7 ==384.
VGRW8 ==360.
VGRW9 ==336.
VGRW10 ==312.
VGRW11 ==288.
VGRW12 ==264.
VG$C ==24. ;CHARACTER SIZE, ROW HITE
VG$CW ==24. ;CHARACTER SIZE, WIDTH
VG$CV ==36. ;VERTICAL STRING, CHARACTER SPACING
;COLORS
VGCOFF ==0 ;BLACK
VGCBLU ==1 ;DEEP BLUE
VGCGRN ==2 ;GREEN
VGCTRQ ==3 ;TURQOISE
VGCRED ==4 ;RED
VGCPRP ==5 ;PURPLE
VGCYLW ==6 ;YELLOW
VGCWHT ==7 ;WHITE
VGCOPC ==6080 ;STAT COLOR OPCODE, DEFAULT BRITE
VGCOLR ==6080 ; COMPATIBILITY
VGSCAL ==7200 ;SCALE OPCODE, DEFAULT SIZE FOR FAST MONITORS
VGCNTR ==8040 ;DEFAULT CENTER OPCODE
VGRTSL ==0C000 ;OPCODE FOR RETURN FROM VECTOR SUBROUTINE
;---
;INTERRUPTS
IRCLR ==4660 ;ANY WRITE CLEARS IRQ
WTCHDG ==4640 ;RESETS IF NOT HIT OFTEN - EVERY 8*4 IRQS
;---
;A TO D POT READER
R.CHN ==4380 ;READ A TO D CHANNEL
W.CHN0 ==46C0 ;CHANNEL 0 START
W.CHN1 ==46C1 ;CHANNEL 1 START
W.CHN2 ==46C2 ;CHANNEL 2 START
W.CHN3 ==46C3 ;CHANNEL 3 START
;---
R.STAS ==4401 ;SND STATUS
;D7 HI ==>MAIN HAS SENT DATA, NOT YET RECEIVED
;D6 HI ==>SOUND HAS SENT FRESH DATA
R.RCVS ==4400 ;RECEIVE BYTE FROM SOUND BOARD
W.XMTS ==4400 ;TRANSMIT BYTE TO SOUND BOARD
W.RSTS ==46E0 ;RESET SOUND BOARD
;---
;D7 LATCHED
EMCNT0 ==4681 ;ELECTRO-MECHANICAL COIN COUNTER,#1
EMCNT1 ==4680 ;DITTO FOR NUMBER 2
;---
W.LED1 ==4686 ;D7=0==>ON
W.LED2 ==4683 ; "
W.LED3 ==4682 ; "
;---
;BANK SELECTOR
W.BANK ==4684 ;D7=0==>ROOT, D7=1 ==> OVERLAY BANK
;---
;INPUTS
R.BYT0 ==4300 ;
IN0 ==R.BYT0 ;
;D7 FIRE/START,LEFT SWITCH
;D6 FIRE/START,RIGHT SWITCH
;D5 SPARE 1
;D4 SELF- TEST
;D3 SLAM
;D2 COIN AUX
;D1 COIN L
;D0 COIN R
AUXSW ==R.BYT0 ;AUX COIN SWITCH
TESTSW ==R.BYT0 ;TEST SWITCH DIRECT INPUT
TESTBT ==BT4 ; TEST MASK BIT
AUXBIT ==BT2
;
R.BYT1 ==4320 ;
IN1 ==R.BYT1 ;
;D7 MATH RUN
;D6 VGHALT
;D5 LEFT THUMB
;D4 RIGHT THUMB
;D3 SPARE 2
;D2 DIAGN
;D1 UNUSED
;D0 UNUSED
;
DIAGSW ==R.BYT1
DIAGBT ==BT2
;
R.BYT2 ==4340 ;OPTION BANK 1
;
R.BYT3 ==4360 ;OPTION BANK 2
;---
PROG ==06000 ;PROGRAM ROM
;---
;PSUEDO RANDOM BYTE (USED TO BE FROM POKEY)
;NOW FAST -- 3 MHZ, 4 CPU CYCLES PER BYTE
P.IRND ==4685 ;CONTROL GENERATOR, 0 INITS,80 RUNS IT
P.RND ==4703 ;RANDOM BYTE GENERATOR (3 MHZ, 24 BIT)
P.RND1 ==P.RND ;RANDOM BYTE,1
P.RND2 ==P.RND ;RANDOM BYTE,2
.PAGE
.SBTTL MATH PROCESSOR
;---
;MATH PROCESSOR
MBRAM ==5000 ;BASE ADDRESS
MBRAMZ ==MBRAM+1000 ;END OF SHARED RAM (4K BYTES,2K WORDS,512. BLOCKS)
M.BASE ==MBRAM
M.FIN ==MBRAMZ
;READS
M.BUSY ==R.BYT1 ;D7 SET ==> RUNNING
M.QUO ==4700
M.QUOH ==4700 ;HIGH BYTE QUOTIENT
M.QUOL ==4701 ;LOW BYTE QUOTIENT
;WRITE
M.PCGO ==4700 ;PROGRAM COUNTER START ADDRESS AND GO
M.BIC ==4701 ;BLOCK INDEX COUNTER
M.BICH ==4701 ; HI
M.BICL ==4702 ; LO
M.DVD ==4704
M.DVDH ==4704 ;DIVIDE DENOMINATOR, HI BYTE
M.DVDL ==4705 ;DIVIDE DENOMINATOR, LO, AND START
M.DVN ==4706
M.DVNH ==4706 ;DIVIDE NUMERATOR, HI
M.DVNL ==4707 ;DIVIDE NUMERATOR, LO
;---
;PC ROUTINES
M$ROLL ==0 ;ROLL SHIP #BIC
M$PTCH ==38/4 ;PITCH SHIP #BIC
M$YAW ==70/4 ;YAW SHIP #BIC
M$DLD1 ==1DC/4 ;DOWNLOAD S1
M$DLD2 ==200/4 ;DOWNLOAD S2
M$PERS ==218/4 ;PERSPECTIVE MULTIPLY
M$PSUB ==0A8/4 ;PRESUB 16 BIT-OVERFLOW PROBLEMS
M$CNCT ==100/4 ;CONCATENATE-VIEW SHIP 2 FROM SHIP 1
M$PAD ==140/4 ;POST ADD-S1 VIEWS S2'S POINTS
M$S1UN ==180/4 ;CONVERT STARS FROM S1 VIEW TO UNIVERSE COORD
M$PSB2 ==19C/4 ;PRE SUB-CONVERTS CENTERS, 15 BIT OUTPUT
;
M$PRS2 ==2B8/4 ;SPECIAL PERSPECTIVE MULT FOR GROUND OBJECTS
M$PR2I ==2C0/4 ;INIT FOR ABOVE
;---
.MACRO M. A1,A2,A3
.LIST BYT
.IRP .1,<A1 A2 A3>
M.'.1'::
M.'.1'H:: .BLKB 1
M.'.1'L:: .BLKB 1
.ENDR
.NLIST BYT
.ENDM
.=MBRAM
;---
M. XP,YP,ZP ;RESULT OF PRESUB, POSTADD
;---
M. AX,AY,AZ ;CONCAT RESULT
M. BX,BY,BZ ;
M. CX,CY,CZ ;
;---
M. XT,YT,ZT ;POSTADD INPUT (FROM SHIP Z PRESUB ONTER ROTATE)
;---
M. ZRO ;CONSTANT ZERO
M. ONE ;CONSTANT ONE
M. SIN ;SIN OF ANGLE INVOLVED - YAW,PITCH,ROLL
M. COS ;COSINE OF ANGLE INVOLVED - YAW,PITCH,ROLL
M. HLF ;2000-HALF CONSTANT
;---
M.U1== .+10 ;REMEMBER TO POINT INDEX TO CENTER OF UV
M$U1BC ==-10+M.U1-MBRAM/8
M. AX1,AY1,AZ1 ;SHIP 1 UNIT VECTOR COEFF
.=.+2
M. BX1,BY1,BZ1 ;
.=.+2
M. CX1,CY1,CZ1 ;
.=.+2
M. XT1,YT1,ZT1 ;SHIP 1 UNIVERSE LOC
.=.+2
;---
M. AX2,AY2,AZ2 ;SHIP 2 UNIT VECTOR COEFF
.=.+2
M. BX2,BY2,BZ2 ;
.=.+2
M. CX2,CY2,CZ2 ;
.=.+2
M. XT2,YT2,ZT2 ;SHIP 2 UNIVERSE LOC
.=.+2
;---
M. C40 ;CONSTANT 0040
M. C80 ;CONSTANT 0080
M. SCL ;SCALE FACTOR : (ZOOM) ALWAYS 4000
; M. XCL ;XP * SCALE : ZOOM
.=.+2
M. XPS ;X PRIME SQUARED
M. YPS ;Y PRIME SQUARED
M. ZPS ;Z PRIME SQUARED
; M. XCS ;XP * SCALE, SQUARED : ZOOM
.=.+2
M. X0,Y0,Z0 ;BLOCK INPUT TO PRESUB, POSTADD
.=.+2
M$X0BC ==M.X0-MBRAM/8 ;SCRATCH BLOCK
M. X1
.=.
;---
;WARNING:
M.S1 ==10+M.X1 ;AIM POINTERS TO MIDDLE OF UNIT VECTORS
M$S1BC ==-10+M.S1-MBRAM/8
M.EYE ==1*20+M.S1
M$EYEBC ==-10+M.EYE-MBRAM/8
M.MUN ==1*20+M.EYE
M$MUNBC ==-10+M.MUN-MBRAM/8
M.AL ==1*20+M.MUN
M$ALBC ==-10+M.AL-MBRAM/8
M.ALZ ==4*20+M.AL
;---END OF UNIT VECTORS
M.GN ==-10+M.ALZ
M.GNZ ==6*8+M.GN
M$GNBC ==M.GN-MBRAM/8
;---
;OBJECTS SPLIT BANKS, BUT ARE ON PAIR BOUNDARIES
M.OBJ ==300+MBRAM+15.&0FFF0 ;OBJECT POINTS, ON PAIR BOUNDARIES
M$BJBC ==M.OBJ-MBRAM/8
;---
;DEFINE TOP OF MATH BOX
M.GDZ ==MBRAMZ ;MUST BE D-PAGEABLE
M.GD ==M.GDZ-200 ;GROUND POINTS, 16. BYTES PER POINT, 32.POINTS
M$GDBC ==M.GD-MBRAM/8
M$GDNM ==M.GDZ-M.GD/8
M.GDFE ==M.GD-10 ;FRONT END FOR FAST GROUND TRANSFORM, USES 2 BLOCKS
M.GDCT ==0+M.GD ;COLOR FOR TOP OF TOWER
M.GDCB ==2+M.GD ;COLOR FOR BASE OF TOWER
M.GDSC ==4+M.GD ;SCALE TO DRAW WITH
M.GDXS ==0C+M.GD ;FIRST SCREEN X RESULT (MUST AGREE WITH M$GDXS)
M$GDXR ==6 ;ROTATED POINTS,X (+M.GDFE)
M$GDYR ==18 ;ROTATED POINTS,Y (+M.GDFE)
M$GDZR ==1A ;ROTATED POINTS,Z (+M.GDFE)
M$GDXS ==1C ;FINAL SCREEN X,Y (+M.GDFE)
.IIF NE,M.GDXS-<M$GDXS+M.GDFE>,.ERROR M.GDXS ;NOT AGREE WITH M$GDXS
;---
;STARS IN UPPER BANK ONLY
M$STNM ==50. ;STARS - MAX # ALLOWED
M.STAZ ==M.GDFE ;ENDS AT FRONT END OF GROUND TRANSFORMS
M.STAD ==M.STAZ-<8*M$STNM> ;STARS - ADAPTS TO SPACE LEFT, AVOID BIC=1FF
M$STBC ==M.STAD-MBRAM/8
M$STBZ ==M.STAZ-MBRAM/8 ;END OF BIC
;---
M$AX ==-10+0
M$AY ==-10+0+2
M$AZ ==-10+0+0+4
M$BX ==-10+0+8
M$BY ==-10+0+8+2
M$BZ ==-10+0+8+4
M$CX ==-10+0+10
M$CY ==-10+0+10+2
M$CZ ==-10+0+10+4
M$TX ==-10+18+0
M$TY ==-10+18+2
M$TZ ==-10+18+4
M$VX ==-10+6
M$VY ==-10+6+8
M$VZ ==-10+6+10
.PAGE
.SBTTL DPAGE
.INCLUDE DPCOIN ;SPECIAL HASSLES WITH DPAGE AND COIN ROUTINE<<<<<<<<
$LMBIT ==08 ;SLAM BIT MASK
$LAM ==R.BYT0
$COINA ==R.BYT0 ;PLAIN AND SIMPLE STRAIGHT SWITCH INPUTS
;;; EMCNT0 ;ELECTROMECHANICAL COIN COUNTERS
;;; EMCNT1 ;ELECTROMECHANICAL COIN COUNTERS
BADCRD ==36. ;TOO MUCH OF A GOOD THING
MAXCRD ==18. ;NORMAL LIMIT OF GENEROUS PLAYERS
;---
GTIME:: .BLKB 3 ;CURRENT GAME'S TIME
;TOP TWO HAVE 4 SEC COUNTER, LO BYTE=4 SEC TIMER
;TOP TWO ARE IN DECIMAL,9999 MAX SECONDS(11 HOURS)
;WRAP-PROTECTED, STICKS AT 9999
;---
;INPUT
;NEW, OLD, DEBOUNCED SWITCH
.IRP K,<0 1 2 3>
IN.NW'K':: .BLKB 1
IN.OL'K':: .BLKB 1
IN.SW'K':: .BLKB 1
.ENDR
R.CTRL ==IN.SW0
R.FIRE ==IN.SW0
R.THMB ==IN.SW1
FIRESW ==IN.SW0 ;FIRE SWITCH
STRTSW ==IN.SW0 ;START SWITCH
RTHMBT ==BT4 ;RIGHT THUMB BIT
LTHMBT ==BT5 ;LEFT THUMB BIT
THMBT ==LTHMBT!RTHMBT ;LEFT THUMB AND RIGHT THUMB
STRTBT ==BT7!BT6!THMBT ; APPROPRIATE BITS
FIREBT ==BT7!BT6 ;GUN FIRE BITS (TC)
LFIRBT ==BT7 ; LEFT FIRE BIT(TC)
RFIRBT ==BT6 ; RIGHT FIRE BIT(TC)
R.OPT1 ==IN.SW3 ;B5: 1=ON,0=OFF
R.OPT2 ==IN.SW2 ;D5: 1=ON,0=OFF
;ON DRAWS POWER
;---
;DOPOTS--IRQ
PT.DLY:: .BLKB 1 ;INITIALIZATION DELAY TIME FOR POT FILTER
PT$IZ ==2
PT.VL::
PT.VL1::.BLKB PT$IZ ;VALUE POT 0
PT.VL2::.BLKB PT$IZ ;VALUE POT 1
PT.VLZ:: ;---
;IRQ, VG CURSOR HANDLING
VG.CX:: .BLKB 2 ;CURRENT VG SITE X POSITION, 10 BIT
VG.CY:: .BLKB 2 ;Y POSITION
VG.LON::.BLKB 1 ;FLAG FOR LAZARS ON
VG.LSE::.BLKB 1 ;EDGE DETECTED FOR LAZAR SWITCH(1==>EDGE ON)
VG.LSN::.BLKB 1 ;NEW LAZAR SWITCH VALUES
VG.LSO::.BLKB 1 ;OLD PREVIOUS LAZAR SWITCH VALUES
;---
;IRQ, VG RAM DYNAMIC PICTURES
VG.FLS::.BLKB 1 ;FLASH COLOR
VF.GNB::.BLKB 1 ;FRAME TIMER FOR ALIEN GUN SHOT, SPARKLE BASE
VG.GNB::.BLKB 1 ;ALIEN GUN SHOT, SPARKLE BASE
VF.GNT::.BLKB 1 ;FRAME TIMER FOR ALIEN GUN SHOT, FUSEE TIPS
VG.GNT::.BLKB 1 ;ALIEN GUN SHOT, FUSEE TIPS
VG.LZF::.BLKB 1 ;LAZAR FIRE
VG.LZS::.BLKB 1 ;LAZAR SPLASH
VG.MFL::.BLKB 1 ;MEDIUM FLASH FOR MESSAGES, TIMER
;---
GMSYNC::.BLKB 1 ;GAME PLAY SYNC
GMTIMR::.BLKB 1
VGSYNC::.BLKB 1
VGTIMR::.BLKB 1
PHASE:: .BLKB 1
FRAME:: .BLKB 2
FRAMEH ==FRAME
FRAMEL ==FRAME+1
;---
;PROTON TORPEDO INFO(OOPS, SAME AS PT FOR POTS)
PT.LZF::.BLKB 1 ;0==>LAZAR CAN FIRE PT,1==>REQUEST,0FF==>OFF AND AWAY
PT.LIV::.BLKB 1 ;0==>PT DEAD,1==>PT ALIVE
PT.X:: .BLKB 2 ;X COORD
PT.Y:: .BLKB 2 ;Y COORD
PT.Z:: .BLKB 2 ;Z COORD
;---
;CPU-COMPUTER USER
CP.AC:: .BLKB 1 ;ACCERLERATE
CP.PT:: .BLKB 1 ;PITCH
CP.RL:: .BLKB 1 ;ROLL
CP.YW:: .BLKB 1 ;YAW
CP.SHF::.BLKB 1 ;SHIFT TEMP
;---
;CHOREOGRAPHY
;---
;RHEOSTAT
RH.DIR::.BLKB 1 ;DIRECTION OF TURN
RH.SPD::.BLKB 1 ;SPEED OF SLEWING
;---
;RANDOM NUMBER
RND.S1:: .BLKB 1
RND.S2:: .BLKB 1
RND.S3:: .BLKB 1
;---
;DETH STAR
DT.SCL::.BLKB 2 ;SCALING FOR VIEW
DT.STP::.BLKB 2 ;STEP SIZE FOR SCALING DETH STAR
;---
;SHIP 1
S1.PRM::.BLKB 2
S.SC87::.BLKB 1 ;SCORE,VERY HI DIGITS
S.SC65::.BLKB 1 ;SCORE, HI DIGITS
S.SC43::.BLKB 1 ;SCORE, MID DIGITS
S.SC21::.BLKB 1 ;SCORE, LO DIGITS
S.GAS:: .BLKB 1 ;GAS LEFT
S.CAN:: .BLKB 1 ;GAS CAN--NEW FUEL
S.GLW:: .BLKB 1 ;GLOWING FROM HIT
S.ROL:: .BLKB 1 ;ROLLING FROM HIT
;---
;SHIP 2
S2.PRM:: .BLKB 2
;---
;RHEOSTAT
;*** IRQ/MAINLINE INTERACTIONS !!!!
RH$LO ==0 ;LO VALUE-MINIMUM
RH$LT ==1 ;LO VALUE ON TRIAL
RH$SP ==2 ;SPREAD MULTIPLIER
RH$ST ==3 ;SPREAD CHANGE TIMER
RH$NML ==4 ;NORMALZIED POT VALUE
RH$POS ==5 ;SITE POSITION
RH$RAT ==7 ;RATE OF TURN
RH$RSD ==8 ;MAGIC TIC RESIDUE
RH$IZ ==9 ;SIZE OF BLOCK
RHEO::
RHEOP:: .BLKB RH$IZ ;PITCH BLOCK
RHEOY:: .BLKB RH$IZ ;YAW BLOCK
;
;****SPECIAL
RHEOR ==.-RH$RSD ;ROLL BLOCK(GROUND FLYING, RH$RSD ONLY USED)
.BLKB 1
;---
;***SPECIAL
VG.RSX ==RHEOY+RH$POS ;VG 16BIT SITE POSITION
VG.RSY ==RHEOP+RH$POS ;VGY UP/DOWN FROM PITCH RHEOSTAT
;---
;SITE
SI.CX:: .BLKB 2 ;CURRENT VIDEO X LOC
SI.CY:: .BLKB 2 ;CURRENT VIDEO Y LOC
SI.RSX::.BLKB 2 ;SITE, REAL SCREEN X POSITION
SI.RSY::.BLKB 2 ;SITE, REAL SCREEN Y UP/DOWN POSITION
;---
;STARS
ST.CNT::.BLKB 1
ST.BIC::.BLKB 1 ;CURRENT BIC VALUE,HI BANK
ST.BRT::.BLKB 1 ;BRITENESS TO USE
ST.RAM::.BLKB 2 ;CURRENT MATH RAM POINTER
ST.GNR::.BLKB 2 ;GENERATE STAR AT THIS MATH RAM
ST.GNB::.BLKB 1 ;GEN'D STAR HAS THIS BIC,HI BANK
ST.UX:: .BLKB 2 ;VIEWER X POSITION
;---
;GAS
GS.GLW::.BLKB 1 ;GLOWING ONCE MORE, LOSE SOME GAS
GS.HIT::.BLKB 1 ;GAS BEING LOST, ANIMATE NEW GAUGE
GS.LEN::.BLKB 1 ;LENGTH OF NEW GAUGE TO VIEW
GS.OLD::.BLKB 1 ;OLD VALUE OF GAS TO FLICKER
GS.VBS::.BLKB 1 ;VIEW BASELINE OF GAUGE
GS.VUP::.BLKB 1 ;VIEW UPSTROKE OF GAUGE
GS.VTP::.BLKB 1 ;VIEW TOPSTROKE OF GAUGE
;---
;BASE STATION
BS.EFL::.BLKB 1 ;FLAG FOR END IN SIGHT
BS.ELC::.BLKB 2 ;LOCATION OF END
BS.PFL::.BLKB 1 ;FLAG FOR PORT IN SIGHT
BS.PLC::.BLKB 2 ;LOCATION OF PORT
BS.RPT::.BLKB 1 ;0 ==> FIRST TIME PER WAVE,ELSE REPEATING
;SSP AND SPD SET BUT NOT USED
BS.DSP::.BLKB 1 ;DISPLACEMENT TO BASE WEDGE
BS.FLG::.BLKB 1 ;FLAG FOR WHICH PANEL TO USE
BS.PRB::.BLKB 1 ;PROBABILITY FOR TURRET SHOTS
;---
;PANELS IN BASE STATION
PN.DES::.BLKB 1 ;DESIRED PANEL TYPE
PN.ID:: .BLKB 1 ;IDENT OF PANEL OBJECT
PN.FLG::.BLKB 1 ;HOLDS CURRENT PANEL FLAGS
;---
;EXPLOSION
XP.CNT::.BLKB 2 ;TIMER FOR DETH EXPLOSION PHASES
XP.PHS::.BLKB 1 ;CURRENT PHASE IN DETH EXPLOSION
XP.HDQ::.BLKB 1 ;INDEX TO HEAD OF EXPLOSION QUEUE
;---
;GRND, GD PHASE
GD.ACT::.BLKB 2 ;ACTUAL ROLLED AMOUNT
GD.ROL::.BLKB 2 ;ROLL AMOUNT AFTER HIT
GD.SEQ::.BLKB 1 ;SEQUENCING WHICH TOWERS
;---
;GUNS
GN.PTR::.BLKB 2 ;PACKET POINTER
GN.SWO::.BLKB 1
GN.SWN::.BLKB 1
GN.SWE::.BLKB 1
;===
;SPECIAL MULTI-MAPPED FOR TEST ROUTINE
;MUST BE HI, BUT ALSO UNDER 0C0 OFFSET
;
;VWBYTE
BT.SUP::.BLKB 1 ;HOW MANY HI DIGITS TO ZERO SUPPRESS
;---
MESNUM::.BLKB 1 ;MESSAGE NUMBER
MSYOFF::.BLKB 2 ;Y OFFSET FOR MESSAGES--TO FACILITATE SCROLL
MESPNT::.BLKB 2 ;POINTER TO STRING
;
.IIF GE,.-DPRAM-0C0,.ERROR . ;SPECIAL TEST VALS MUST ALL BE UNDER 0C0
;
;===
;LAZARS
LZ.CX:: .BLKB 2 ;VIDSCREEN CURRENT LEFT/RIGHT, 10BIT
LZ.CY:: .BLKB 2 ;UP/DOWN 10BIT
LZ.EDG::.BLKB 1 ;START UP ON EDGES
LZ.RSX::.BLKB 2 ;16BIT LEFT/RIGHT LAZAR POSITION
LZ.RSY::.BLKB 2 ;UP/DOWN POSITION
LZ.ON:: .BLKB 1 ;LAZAR IS ON
LZ.HIT::.BLKB 1 ;LAZAR HAS HIT SOMETHING
LZ.PNW::.BLKB 2 ;PANEL WIDTH, BASE AT ZERO
LZ.PNX::.BLKB 2 ;PANEL DEPTH(X),BASE AT ZERO
;---
;COLLISION WITH PLAYERS LAZARS
CL.AP:: .BLKB 2 ;ALIEN POINTER
CL.ADS::.BLKB 2 ;DISTANCE TO ALIEN
CL.BP:: .BLKB 2 ;BUNKER POINTER
CL.BDS::.BLKB 2 ;DISTANCE TO BUNKER
CL.GP:: .BLKB 2 ;GUNS POINTER
CL.GDS::.BLKB 2 ;DISTANCE TO GUNS
CL.TP:: .BLKB 2 ;TOWER POINTER
CL.TDS::.BLKB 2 ;DISTANCE TO TOWER
;---
;OBJ ROUTINES
BJ.BIC::.BLKB 2 ;INIT: CURRENT BIC VALUE
BJ.RAM::.BLKB 2 ;INIT: CURRENT RAM USAGE
BJ.CX:: .BLKB 2 ;CURRENT VIDEO X
BJ.CY:: .BLKB 2 ;CURRENT VIDEO Y
BJ.BRT::.BLKB 1 ;BRITNESS
BJ.DMC::.BLKB 1 ;DAMAGE COUNT
BJ.ID:: .BLKB 1 ;ID FOR OBJECT, OFFSET INTO POINTER TABLES
;---
;WAVES
WV.LVL::.BLKB 1
WV.CHP::.BLKB 2 ;CHOREOGRAPHY POINTER
WV.SHP::.BLKB 2 ;SHAPE AND PARMS POINTER
WV.BGP::.BLKB 2 ;BEGIN LOCATION POINTER
WV.LP:: .BLKB 2 ;LOOP TABLE POINTER
WV.LIV::.BLKB 1 ;# OF ALIEN LIVES LEFT TO CURRENT WAVE
;===
.100 ==.-DPRAM ;DO NOT CROSS 100 BOUNDARY
.IIF GT,.100-100,.ERROR D-PAGE OVERFLOW
;---
.PAGE
.SBTTL NON-DPAGE LOCATIONS
.=100+RAM
;---
ALIEN:: ;ALIEN PARAMETERS
A$UVP ==0 ;UNIT VECTOR POINTER
A$BIC ==2 ;BLOCK INDEX COUNTER, LO BANK
A$TYP ==3 ;TYPE (O.DEAD; 3.EXPLODING
A$PIC ==4 ;PICTURE #
A$DIE ==5 ;PROCESS OF DIEING
A$GLW ==6 ;PROCESS OF GLOWING
A$HTA ==7 ;HITS AVAILABLE BEFORE DIEING
A$DMC ==8 ;CUNENT DAMAGE COUNT
A$ROL ==9 ;FORCE ROLL OF SHIP
A$AIM ==10. ;AIMED AT PLAYER
A$TRGT ==11. ;=O.GO FOR HOME BASE; =-1.PLAYER
;A$SPD ==12. ;UPDATE RATE IN DEEP SPACE
A$CHPC ==13. ;PC FOR CURRENT CHOREOG
A$CHOP ==15. ;OP CODE
A$CHTM ==16. ;TIMER
A$CHTW ==17. ;TWIRL FLAGS
A$CHMV ==18. ;TW+1, MOVE FLAGS
A$CHCN ==19. ;CONTROL MASK, UNTIL STRUCTURE
A$CHST ==21. ;STATUS TESTED BY CONTROL
A$CHRT ==23. ;RETURN PC, SUBROUTINE
A$IZE ==25. ;# OF BYTES PER RECORD
A$EQ ==3 ;# OF ALIEN RECORDS IN SEQUENCE
.BLKB A$EQ*A$IZE
ALIENZ::
;---
GUN:: ;GUN SHOTS RECORDS
G$UVP ==0 ;MATH BOX POINTER
G$BIC ==2 ;MATH BOX BIC, LO BANK
G$TYP ==3 ;DESCRIPTOR OF GUN TYPE
G$MOV ==4 ;MOVE ROUTINE
G$TMR ==5 ;TIMER
G$IZE ==6
G$EQ ==6
GUNS::
GUNA::
.BLKB G$IZE*G$EQ
GUNSZ::
GUNAZ::
GUNZ::
;---
;
;ONE BIC SLOT PER OBJECT, EVEN 2-BLOCK BOUNDARY
BJ$EQ ==26.
BJBIC:: .BLKB BJ$EQ
BJBICZ::
;---
;PANELS
PANEL::
PNLW:: ;LEFT WALL
.BLKB 16.
PNLWZ::
PNLW$IZ ==PNLWZ-PNLW
PNRW:: ;RIGHT WALL
.BLKB 16.
PNRWZ::
PNRW$IZ ==PNRWZ-PNRW
PANELZ::
;===
;BASE/PANEL PIE/WEDGE VARS
PI.NRW::.BLKB 2 ;PIE POINTER TO NEAR WEDGE
PI.FRW::.BLKB 2 ;PIE POINTER TO FAR WEDGE
PI.CRW::.BLKB 2 ;TEMP CURRENT WEDGE
WG.NRP::.BLKB 2 ;WEDGE, NEAR POINTER
WG.NRL::.BLKB 2 ;WEDGE, NEAR LOCATION
WG.FRP::.BLKB 2 ;FAR POINTER
WG.FRL::.BLKB 2 ;FAR LOCATION
WG.FTL::.BLKB 2 ;FUTURE LOCATION
WG.CRP::.BLKB 2 ;TEMP CURRENT POINTER
WG.CRL::.BLKB 2 ;TEMP CURRENT LOCATION
WG.FCB::.BLKB 1 ;BUMP FORCE FIELD DEPTH CUE
WG.FCC::.BLKB 1 ;CURRENT FORCE FIELD DEPTH CUE
WG.FCD::.BLKB 1 ;DISP INTO PANEL BLOCKS
WG.FCU::.BLKB 1 ;ACTUAL STARTING FORCE FIELD DEPTH CUE
WG.FCZ::.BLKB 1 ;Z-BRITE VAL
;===
GDRAM:: ;GROUND RAM VALS
GD$TYP ==0
GD$IZ ==1
GD$EQ ==32.
.BLKB GD$IZ*GD$EQ
GDRAMZ::
;===
;EXPLOSION
XPQUE:: ;QUEUE FOR EXPLOSION PICTURES
XP$CX ==0 ;EXPLOSION CENTER, X LOC
XP$CY ==2 ;EXPLOSION CENTER, Y LOC
XP$CZ ==4 ;EXPLOSION CENTER, Z LOC
XP$MX ==6 ;MUNGE FOR CENTER,X
XP$MY ==8 ;MUNGE FOR CENTER, Y
XP$MZ ==10. ;MUNGE FOR CENTER, Z
XP$TYP ==12. ;ANIMATION TYPE
XP$TMR ==13. ;ANIMATION TIMER
XP$IZE ==14.
XP$EQ ==8. ;MAX NUMBER OF EXPLOSION PIECES
.BLKB XP$IZE*XP$EQ
XPQUEZ::
;
;MESSAGE BLOCKS
; NORMAL MESSAGES
MES$EQ ==20.
MESBLK::
.BLKB MES$EQ ;ALLOWS MAXIMUM OF 20 MESSAGES AT ONCE
; SPECIAL MESSAGES
SPM$EQ ==8
SPM$IZ ==5
SPMBLK::
.BLKB SPM$IZ*SPM$EQ
SPMBLZ::
;---
;HI SCORE TABLE
NHSCRS ==10.
NINTLS ==3
NDIGTS ==4
HSCORS::
.BLKB NHSCRS*NDIGTS
HSCORZ::
INITLS::
.BLKB NHSCRS*NINTLS
INITLZ::
;---
;BCD TO BIN CONVERT
BCD:: .BLKB 3 ;BCD HOLDER
BIN:: .BLKB 2 ;BINARY HOLDER
;---
;MESSAGES
MESLST::.BLKB 2 ;POINTER INTO MESSAGE LIST
NXTMES::.BLKB 1
LSTMES::.BLKB 1
SPMLST::.BLKB 2 ;POINTER INTO SPECIAL MESSAGE LIST
SPMNXT::.BLKB 1 ;SP MESS NUMBER
SPMTIM::.BLKB 2 ;SP MESS TIMER
SPMALM::.BLKB 2 ;SP MESS ALARM
BN.CNT::.BLKB 2
BN.COL::.BLKB 2
BN.SCL::.BLKB 2
;---
;HIGH SCORE HANDLER
HSCNT:: .BLKB 2 ;COUNTER FOR HIGH SCORE DISPLAY
UPDFLG::.BLKB 2 ;INDEX INTO HIGH SCORE TABLE ( INITIALS )
UPDINT::.BLKB 1 ;CURRENT INITIAL 0-2
INITL:: .BLKB 2 ;VALUE OF CURRENT INITIAL
HSYPOS::.BLKB 2 ;POINTER TO TABLE OF HISCORE Y POSITIONS
HS.DIR::.BLKB 1 ;DIRECTION FOR CURSOR TRAVEL
;---
;EAROM
EECOIN::.BLKB 1 ;COIN STATUS USED FOR ACCOUNTING IN NOVRAM
EEVAL:: .BLKB 1 ;VALUE OF OPTIONS IN NOVRAM
EEINDX::.BLKB 1 ;INDEX FOR OPTION SWITCHES IN NOVRAM
NVTSTR::.BLKB 1 ;NVRAM TEST RESULTS
NVADDR::.BLKB 2 ;NVRAM ERROR ADDRESS
TEMP:: .BLKB 4
TEMP2:: .BLKB 4
TMPCNT::.BLKB 2
TIMER:: .BLKB 8 ;RAM BASED TIME, GET TRANSFERED TO NOVRAM OCCAISIONALLY
;---
;MISC FROM MAINLINE
PH.YOF::.BLKB 2
PH.TIM::.BLKB 2
PH.COL::.BLKB 2
;---
;LATE ADDITIONS
BS.WAV::.BLKB 1 ;BASE WAVE #
GD.WAV::.BLKB 1 ;GROUND WAVE #
SP.WAV::.BLKB 1 ;SPACE WAVE #
GM.WAV::.BLKB 1 ;OVERALL GAME WAVE #
GM.DWAV::.BLKB 1 ; GM.WAV IN BCD FOR VIEWING
GM.BMP:: .BLKB 1 ;AMOUNT TO BUMP WAVE # BY
GM.DIF:: .BLKB 1 ;OPTION SWITCH DIFFICULTY ADDER
WV.HRD:: .BLKB 1 ;HARDNESS FOR CURRENT WAVE PHASE
;
GD.TWL::.BLKB 1 ;GROUND, TOWERS LEFT TO SHOOT AT, BCD
LZ.ALT::.BLKB 1 ;ALTERNATE LAZARS
LZ.GX:: .BLKB 2 ;GUN SHIFT IN X
LZ.GY:: .BLKB 2 ;GUN SHIFT IN Y
;
SP.COL::.BLKB 2 ;SPLASH COLOR
SP.LOC::.BLKB 1 ;HI BYTE OF X DISTANCE AWAY
SP.TYP::.BLKB 1 ;TYPE OF SPLASH, QUADS
;
ST.UY:: .BLKB 2 ;PLAYERS UNIVERSE Y FOR STARS
ST.UZ:: .BLKB 2 ;PLAYERS UNIVERSE Z FOR STARS
;
ENDFLG:: .BLKB 1 ;ACCOUNTING FLAG -- KILLED DEATH STAR
;
;SCORING
SC.ADD:: .BLKB 3 ;AMOUNT BEING ADDED TO SCORE, BCD
SC.ADT:: .BLKB 1 ;TIMER FOR DISPLAYING ADDED AMOUNT
SC.FWV:: .BLKB 1 ;0==>STILL ON FIRST WAVE,<>0==>PASSED FIRST WAVE
TWRMUL:: .BLKB 3 ;MULTIPLIER AMOUNT FOR EACH TOWER,BCD
;---
COINSP:: .BLKB 1 ;I'VE GOT A QUARTER THAT SAYS . . .
;---
AM.PTR:: .BLKB 2 ;AIM POINTER TO ALIEN BEING CHASED
;---
MUSTIM:: .BLKB 1 ;FLAG FOR HEARING MUSIC DURING ATTRACT
;---
;QUESTION FLAGS FOR SPECIAL STATES
Q.ATP:: .BLKB 1 ;ALL TOWER TOPS HIT (0==>NO, <>0==>YES), MSG
Q.FRC:: .BLKB 1 ;TRENCH - USE THE FORCE (0 TRYIT,<0 FAIL,>0 OK)
; MSG, SCORE
Q.GHIT::.BLKB 1 ;FIRST GUN HIT PLAYER, TALKEE
Q.PBB:: .BLKB 1 ;BIC OF CURRENT PASSBY ALIEN, AUDIO
Q.PBD:: .BLKB 2 ;DISTANCE/FLAG OF PASSBY ALIEN, AUDIO
Q.RTHV::.BLKB 1 ;FIRST DARTH IN VIEW, TALKEE
Q.SHK:: .BLKB 1 ;FIRST CANT SHAKE ALIEN SHOTS, TALKEE
Q.KTW:: .BLKB 1 ;KILL OF TOWERS, PREPARE FOR TRANSITION
Q.BSH:: .BLKB 1 ;BASHED OUR NOSES, MSG
;---
RPIE:: ;RANDOM PIES USED BY BASE TRENCH GENERATOR
RPIE$Q ==16. ;MUST MATCH PIE SKELETON IN WSBASE
.BLKB 2*RPIE$Q
RPIEZ::
;---
ITEMP:: .BLKB 4 ;TEMP FOR USE BY INTERRUPT ROUTINES
;===
.PAGE
.SBTTL LARGE TEMP ARRAYS
;---
;LARGE SHORT-TERM ARRAYS
;*THEY MUST NOT INTERFERE WITH EACH OTHER!
.780==400+RAM ;CORRECT FOR OFFSET LATER
;---
.400 ==.-RAM ;DO NOT CROSS 400 BOUNDARY
.IIF GT,.400-400,.ERROR RAM ALLOCATION OVERFLOW
;===
;#1: OBJPNT,OBJDRW
.=400+RAM ;ARRAYS
BJ.PNT::.BLKB 64.*2*2 ;PERSPECTED POINTS
.IIF GT,.-.780,.780=. ;DO NOT CROSS 780 BOUNDARY
;===
;#2: STARVW
.=400+RAM
ST$QTL ==0 ;POINTS TO TAIL
ST$QHD ==2 ;POINTS TO HEAD OF QU (FIFO)
ST$QCX ==4 ;CURRENT X VG POSITION
ST$QCY ==6 ;CURRENT Y FOR RELATIVE VG CALCS
ST$IZQ ==8
ST$EQQ ==16. ;DIVVY SCREEN INTO 4 BY 4 (16. SECTORS)
;
;VECTORIZED STAR POINTS
ST$PP ==0 ;FORWARD POINTER *MUST BE ZERO OFFSET (@)*
ST$PX ==2 ;VECTOR X COMPONENT
ST$PY ==4 ;VECTOR Y COMPONENT
ST$IZP ==6
ST$EQP ==M$STNM ;NUMBER OF POTENIAL STARS
;
ST.QU:: .BLKB ST$IZQ*ST$EQQ
ST.QUZ::
;
;VECTORIZED STAR POINTS
ST.PNT::.BLKB ST$IZP*ST$EQP
ST.PNZ::
.IIF GT,.-.780,.780=. ;DO NOT CROSS 780 BOUNDARY
;===
;#3: LAZARS
.=400+RAM
LZPNT:: ;FURTHER POINTS OF LAZAR
.BLKB 6*14. ;16 SECTIONS, XYZ
LZPNTZ::
.IIF GT,.-.780,.780=. ;DO NOT CROSS 780 BOUNDARY
;===
;#4: EAROM SWAPPING TEST BUFFER
.=400+RAM
EEBUF::
.BLKB 256.
.IIF GT,.-.780,.780=. ;DO NOT CROSS 780 BOUNDARY
;===
.PAGE
.780==.780-RAM
.IIF GT,.780-780,.ERROR .780 ;RAM ALLOCATION OVERFLOW
;---
.=780+RAM
;STACK FOLLOWS UP TO 7FF
.PAGE
;
C$AH ==1 ;NEARBY ALIEN HAS BEEN HIT
C$AD ==2 ;NEARBY ALIEN HAS DIED
C$AS ==4 ;ALIEN HAS PLAYER IN SITES
C$AV ==8 ;ALIEN HAS PLAYER IN FRONT VIEW
C$AG ==40 ;ALIEN HAS FIRED A GUN
;
C$PN ==400 ;PLAYER IS NEAR THE ALIEN
C$PS ==800 ;PLAYER HAS ALIEN IN SITES
C$PV ==1000 ;PLAYER HAS ALIEN IN VIEW
C$PM ==2000 ;PLAYER IS MIDDLIN NEAR TO ALIEN
;===
.PAGE
.SBTTL EEROM DEFINITIONS
EEROM ==NVRAM
EEROMZ ==NVRAMZ
.=EEROM
;AREA 0
DUPOPT::.BLKB 6 ;BACKUP (DUPLICATE) OPTION SWITCH INFO
EECK0:: .BLKB 2 ;CHECKSUM FOR AREA 0
;---
;AREA 1
SAVSCR::.BLKB 8*3 ;SAVED HIGH SCORES
SAVINT::.BLKB 6*3 ;SAVED HIGH SCORE INITIALS
EECK1:: .BLKB 2 ;CHECKSUM FOR AREA 1
;---
;AREA 2
POTSAV::.BLKB 8 ;POT VALUES
AMECH::.BLKB 6 ;AUX COIN COUNT
LMECH::.BLKB 6 ;LEFT COIN COUNT
RMECH:: .BLKB 6 ;RIGHT COIN COUNT
GAMES:: .BLKB 6 ;NUMBER OF GAMES PLAYED
TTIME:: .BLKB 8 ;TOTAL GAME TIMER
TIMEON::.BLKB 8 ;TOTAL TIME GAME ON
HISTOG::.BLKB 36. ;GAME TIME HISTOGRAM
ZHISTOG:: ;END OF HISTOGRAM TABLE
ENDGAM::.BLKB 6 ;MAXIMUM WAVE LEVEL ACHIEVED
EECK2::.BLKB 2 ;CHECKSUM FOR AREA 2
;---
;AREA 3
OPTS0:: .BLKB 2 ;COIN MODE OPTIONS SWITCHES
OPTS1:: .BLKB 2 ;GAME MODE OPTIONS
OPTS2:: .BLKB 2 ;MISC. OPTIONS
EECK3:: .BLKB 2 ;CHECKSUM FOR AREA 3
RESETS::.BLKB 2 ;FLAGS FOR CLEARING AREAS
NAREA ==3 ;# OF LAST AREA ( INDEX FOR OPTION AREA )
;===
.PAGE
.=PROG
;===
.END