NES@LL(LLLπɀ#@` eʇʇʇʇʇ@@@` 쀠 쀠 쀠 `)`8LNH)JJJh)`L})!! H)iihJJJJ BY @Lȩȱȱȱ ȱȱLNȱȱȱȱȱȱ ȱȱޏ=3ɀ)) ȱiiޛRH'ɀȱȱL} ȱiiާcYɀȱȱLU})!y! ii)`)@))@))@)`1r`l)) ) LU) LU•iiLfHh8LfL쀠ȱL쀦Ș}i`) `NMu5W'Ϧ\:ī|gS@. ɾwqjd_YTPKGC?;852/,*(%#! py $-6?HQpdO1o_|j6?pц1Z0u06?1 0H#0,0                0    (2  16?HOZ_j      u~G0cv3vsN7'*nj $0H`<  0@` P (4?322 < 5 1 1 00006 6 5 5 q28?GPYd2344322222333343333222222222xxnd^XRLF@JT^hr|h||̱̱r 2 3 4 5 4 4 3 4 3 4 5 5 5 5 6 5 5 5 5 4 4 4 4 4 2 3 4 3 xxnd^XRLF@JT^hr|h||̱̱r 4 6 7 8 7 7 6 5 6 6 6 7 7 8 7 9 8 7 7 7 7 7 6 4 5 6 5 4 4 Ʋ˲ƲòͲײܲײҲͲȲͲҲײܲײҲͲȲò2 3 4 5 4 5 6 6 8 9 ; 7 5 5 5 xndZPF<2( ܲҳȳò4 6 7 8 7 7 6 5 6 6 4 4 3 4 3 4 5 5 5 5 554433222ȲòȲͲҲײ(<FKPUZdnxȱ  (? = ; : 7 2 2 2 211  3 3 3 1 1 1 3 5 7;?1 3 5 791 3 5 7 91 2 4 6 81 2 4(ՠj55 2 3 4 56787654 32 2 |ĸĸĸ߸߸߸#M 8S?R8|///// 888/|/|/|/|/|PPTTXX\\``ddhhllllhhdd``\\XXTTPP8 8 908 8 8 78 8 7 7 807@808 8 8 6688 8 8 ?<?:865443000515151414141313131212121101010@0 0@0 0@0 0@0 0@4 2 4 6 8 00 ! "!$#&%('*),+.-0/21436587:9<;@>DBHFLJPNTRXV\Z??= <: 9 8 7 6 @@@?E?P?`?p??????????? @@@@@@@@@MMPPPPPa ;-------------------------------------- B3B_END IF B3B_END>$BFFF PRINTF "**** BANK $3B too long !! ****" ENDIF ; End of bank $3A/$3B ; --- -- ---- ------- ;====================================== ; Start of bank $39 ; ----- -- ---- --- ORG $139,$A000 ;-------------------------------------- ; Sprite attribute tables ; ------ --------- ------ SPR3_ATAB_L DL A_B0 DL A_B1 DL A_B2 DL A_B3 DL A_B4 DL A_B5 DL A_B6 DL A_B7 DL A_B8 DL A_B9 DL A_B10 DL A_B11 DL A_B12 DL A_B13 DL A_B14 DL A_B15 DL A_B16 DL A_B17 DL A_B18 DL A_B19 DL A_B20 DL A_B21 DL A_B22 DL A_B23 DL A_B24 DL A_B25 DL A_B26 DL A_B27 DL A_B28 DL A_B29 DL A_B30 DL A_B31 DL A_B32 DL A_B33 SPR3_ATAB_H DH A_B0 DH A_B1 DH A_B2 DH A_B3 DH A_B4 DH A_B5 DH A_B6 DH A_B7 DH A_B8 DH A_B9 DH A_B10 DH A_B11 DH A_B12 DH A_B13 DH A_B14 DH A_B15 DH A_B16 DH A_B17 DH A_B18 DH A_B19 DH A_B20 DH A_B21 DH A_B22 DH A_B23 DH A_B24 DH A_B25 DH A_B26 DH A_B27 DH A_B28 DH A_B29 DH A_B30 DH A_B31 DH A_B32 DH A_B33 A_B0 DS 34,2 DS 22,1 DS 8,0 A_B1 DS 31,2 DS 24,1 DS 9,0 A_B2 DS 34,2 DS 25,1 DS 5,0 A_B3 DS 21,2 DS 16,1 DS 7,2 DS 8,1 DS 12,0 A_B4 DS 9,2 DS 12,1 DS 1,0 DS 18,2 DS 24,1 A_B5 DS 28,2 DS 31,1 DS 5,0 A_B6 DS 31,2 DS 21,1 DS 12,0 A_B7 DS 28,2 DS 23,1 DS 13,0 A_B8 DS 9,2 DS 15,1 DS 1,0 DS 24,2 DS 15,1 A_B9 DS 37,2 DS 20,1 DS 7,0 A_B10 DS 14,2 DS 10,1 DS 40,0 A_B11 DS 25,0 DS 11,2 DS 25,1 DS 3,0 A_B12 DS 15,2 DS 36,1 DS 13,0 A_B13 DS 9,2 DS 17,1 DS 1,0 DS 16,2 DS 21,1 A_B14 DS 31,2 DS 31,1 DS 2,0 A_B15 DS 9,2 DS 13,1 DS 1,0 DS 18,2 DS 23,1 A_B16 DS 29,2 DS 32,1 DS 3,0 A_B17 DS 12,2 DS 17,1 DS 1,0 DS 8,2 DS 22,1 DS 4,0 A_B18 DS 13,0 DS 6,1 DS 45,0 A_B19 DS 18,0 DS 2,1 DS 34,3 DS 10,1 A_B20 DS 52,3 DS 12,1 A_B21 DS 64,0 A_B22 DS 46,1 DS 18,0 A_B23 DS 11,0 DS 20,1 DS 10,2 DS 23,3 A_B24 DS 25,0 DS 23,3 DS 16,0 A_B26 DS 58,0 DS 6,1 A_B33 A_B27 DS 64,1 A_B28 DS 15,3 DS 17,0 DS 32,1 A_B29 DS 11,0 DS 20,2 DS 33,3 A_B30 DS 18,3 DS 46,0 A_B31 A_B25 DS 64,3 A_B32 DS 32,2 DS 23,1 DS 9,0 ;-------------------------------------- ; Gold bonus screen ; ---- ----- ------ ; IN ; -- ; A = 0-No bonus , 1-Normal bonus , 2-Big bonus G_BONUS1 TAX BNE !1 ;No bonus RTS !1 LDA #3 ;Preload with start adding to DEX ;10's digit. BEQ !2 LDA #2 ;Change to adding to 100's !2 ;digit. STA ZPAGE_BYTE9 ;Store which digit to start ;adding to. LDA PL_GOLD ORA PL_GOLD+1 ;Don't do gold bonus if no ORA PL_GOLD+2 ;gold. CMP #246 BNE !3 RTS !3 LDA #0 STA N_COLAP_CHR STA N_BONUS_FLAG JSR SET_S0 LDA #128 ;Stop music JSR START_TUNE JSR DISABLE_NC LDA #GR_1ST+24 ;Background bank for chrs STA N_BG_BANK1 LDA #GR_1ST+24+2 STA N_BG_BANK2 LDA #PAL_1 JSR CLS LDA #21 ;'GOLD BONUS' JSR DRAW_SCR39 JSR D_GB ;Draw gold bars JSR ENABLE_CN LDA #$FF STA CDF_A1+1 JSR SPR_CLEAR ;All sprite off screen LDA #39 ;Put on split CHR STA $200 ;Y LDA #64 STA $201 ;Character LDA #BIT5 STA $202 ;Ctr LDA #16 STA $203 ;X LDA #1 STA N_DMA_FLAG WAIT_FRAME JSR ENABLE_SPR LDX #0 JSR FADE_IN LDX #20 ;Wait before starting JSR M_WAIT_FRAME LDY #>SCR_START+(32*16)+10-2 LDX #SCR_START+(32*20)+10-2 LDX #SCR_START+(32*24)+10-2 LDX #SCR_START+(32*16)+10 LDX #SCR_START+(32*20)+10 LDX #SCR_START+(32*24)+10 LDX #SCR_START STA N_P_SADR+1 LDA #1 STA N_P_FLAG RTS ; Screen address offset table P_ATAB DB 96+96+9 ;Player 1 score DB 96+96+10 DB 96+96+11 DB 96+96+12 DB 96+96+13 DB 96+64+24 ; Gold DB 96+64+25 DB 96+64+26 DB 96+64+5 ; Lives DB 96+64+6 DB 96+96+18 ;Player 2 score DB 96+96+19 DB 96+96+20 DB 96+96+21 DB 96+96+22 *請__Zߪ>:着{? ZU ZU ZU ZU ZU ZU ZU ZU ZU ZU ZU VU UU UU UUUUUUZUU ZUUZUUZUUZUU UUU UUUUUUUUUZUUZUUZUUZUUZUUZUUZUZUZUZUZURUZUZUZUUZUUUUjUUUUUU UUUU UU UU UU YU ZU ZU ZU ZU ZU ZU ZU ZU ZU *U U U U U ZU ZU ZU ZU ZU ZU ZU ZU ZU ZU ZU ZU ZU ZU ZU ZU ZU ZU ZU ZU ZU ZU ZU ZU ZU ZU ZU ZU ZU *ZUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUeUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUEUUUUUUUUUUUUUUUUUUUEUUUUUEUUUUUUUUU UUUUUUUUUUUUUUUUUUUUUEUUUUUUUUUE]UUUUU_UUUUUUUUUUUUUUUUEUUUUUU_UUUUUUUUUUUUUUUUUUUUUU_UUUQUWUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUeUhM#pN#xO#XK#`L#hM#Q#R#S#W#X#Y#]#^#_#"""''''### #(#H #P #X #xO#P#xO'P'Q''''''''## #(#X#Y#Z#[#_# @' A' B'0 F'8 G'@ H'H I'h M'p N' D#( E#0 F#P J#X K# Y# ]# ^#_XSPEED STA D_VARS+D_XSP_OFF+1,X LDA ZPAGE_BYTE2 AND #SDC_DOWN BNE DI_CRAWLING_R ; Throw while standing up facing right LDA DIRK_X_ONSCR CLC ;Setup dagger starting X ADC #24 BCS !1 CMP #230 BCC !2 !1 RTS ; Error, Off edge !2 STA D_VARS+D_X_OFF,X LDA DIRK_Y SEC SBC #52 STA D_VARS+D_Y_OFF,X JMP DI_XVXY_END ; Throw while crawling right DI_CRAWLING_R LDA DIRK_X_ONSCR CLC ADC #38 BCC !1 RTS ; Error, Off edge !1 STA D_VARS+D_X_OFF,X LDA DIRK_Y SEC SBC #31 STA D_VARS+D_Y_OFF,X DI_XVXY_END LDA D_E_FRAC ;Subtract energy from Dirk CLC ;for each weapon thrown ADC #16 STA D_E_FRAC BCC !1 LDA #-1 JSR DIRK_NRG_ADD !1 LDY #1 ;Preload with normal dagger FX LDX WEAPON_TYPE DEX BNE !2 LDY #15 ;Axe throw FX !2 JMP FX_TRIGGER ;and 'RTS' ;------------------ ; Process all currently running daggers D_PROCESS LDX #2*D_VAR_LEN ;Offset to current dagger vars DP_LOOP LDA D_VARS+D_X_OFF,X BEQ16 DP_END ;This dagger isn't on LDA #D_GRAVITY CLC ADC D_VARS+D_YSP_OFF,X STA D_VARS+D_YSP_OFF,X ;Add gravity to BCC !1 ;speed INC D_VARS+D_YSP_OFF+1,X !1 CLC ADC D_VARS+D_YF_OFF,X STA D_VARS+D_YF_OFF,X ;Add Y speed to Yf LDA D_VARS+D_YSP_OFF+1,X ;and Y ADC D_VARS+D_Y_OFF,X STA D_VARS+D_Y_OFF,X LDA D_VARS+D_YSP_OFF+1,X BMI BP_STILL_GOING CMP #7 BCC BP_STILL_GOING ; Stop this dagger BP_STOP LDA #0 ;the end STA D_VARS+D_X_OFF,X ;If so,stop dagger JMP DP_END BP_STILL_GOING LDA D_VARS+D_XSP_OFF,X CLC ;Add X speed to ADC D_VARS+D_XF_OFF,X ;dagger X STA D_VARS+D_XF_OFF,X LDA D_VARS+D_XSP_OFF+1,X ADC D_VARS+D_X_OFF,X CMP #255-(D_XSPEED/256) BCS BP_STOP ;Gone off edge of STA D_VARS+D_X_OFF,X ;screen LDA D_VARS+D_TYP_OFF,X BEQ16 DP_DAG_SP ; Draw an axe and fireball DP_AF_SP LDA D_VARS+D_X_OFF,X STA ZPAGE_WORD5 LDA D_VARS+D_Y_OFF,X STA ZPAGE_WORD6 ;Setup X and Y's LDA #0 STA ZPAGE_WORD5+1 STA ZPAGE_WORD6+1 LDA D_VARS+D_TYP_OFF,X CMP #1 BEQ DP_AXE_SP ;Axe specific draw ; Specific draw for fireball LDA D_VARS+D_ANI_OFF,X CMP #3 BCC DP_FB_AOK LDA #0 DP_FB_AOK TAY ;Animate the fireball CLC ADC #1 STA D_VARS+D_ANI_OFF,X LDA D_VARS+D_XSP_OFF+1,X BMI DP_FB_LEFT SET16 ZPAGE_WORD2,DP_FB_LDEF LDA #BIT6 JMP DP_FB_DEF_END DP_FB_LEFT SET16 ZPAGE_WORD2,DP_FB_RDEF LDA #0 DP_FB_DEF_END STX ZPAGE_BYTE10 ;Preserve X TAX ;Setup X for SPR_DRAW TYA ASL A STA ZPAGE_BYTE1 ASL A CLC ;6 bytes per animation ADC ZPAGE_BYTE1 ;entry. ADD16_A ZPAGE_WORD2 LDA #128+1 ;Window number JSR SPR3_DRAW_39 ;Draw sprite LDX ZPAGE_BYTE10 ;Restore X JMP DP_END ; Specific draw for axe DP_AXE_SP LDA D_VARS+D_ANI_OFF,X CMP #4 BCC DP_AXE_AOK LDA #0 DP_AXE_AOK TAY ;Animate the dagger CLC ADC #1 STA D_VARS+D_ANI_OFF,X LDA D_VARS+D_XSP_OFF+1,X BMI DP_AXE_LEFT SET16 ZPAGE_WORD2,DP_AXE_LDEF LDA #0 JMP DP_AXE_DEF_END DP_AXE_LEFT SET16 ZPAGE_WORD2,DP_AXE_RDEF LDA #BIT6 DP_AXE_DEF_END STX ZPAGE_BYTE10 ;Preserve X TAX ;Setup X for SPR_DRAW TYA ASL A STA ZPAGE_BYTE1 ASL A CLC ;6 bytes per animation ADC ZPAGE_BYTE1 ;entry. ADD16_A ZPAGE_WORD2 LDA #128+1 ;Window number JSR SPR3_DRAW_39 ;Draw sprite LDX ZPAGE_BYTE10 ;Restore X JMP DP_END ; Draw a dagger DP_DAG_SP LDY #0 LDA D_VARS+D_Y_OFF,X STA (SD_PAGE_PTR),Y ;Setup Y of dagger sprites LDY #4 STA (SD_PAGE_PTR),Y LDA D_VARS+D_X_OFF,X DEY ; Y=3 STA (SD_PAGE_PTR),Y ;Setup X of dagger sprites CLC ADC #8 LDY #7 STA (SD_PAGE_PTR),Y LDA D_VARS+D_XSP_OFF+1,X BMI DP_CHR_LEFT ; Setup dagger characters for going right LDA #$14+64 LDY #1 STA (SD_PAGE_PTR),Y ;Characters LDA #$13+64 LDY #5 STA (SD_PAGE_PTR),Y LDA #0+SPR_CTR_X_FLIP JMP DP_CHR_SEND ; Setup dagger characters for going left DP_CHR_LEFT LDA #$13+64 LDY #1 STA (SD_PAGE_PTR),Y ;Characters LDA #$14+64 LDY #5 STA (SD_PAGE_PTR),Y LDA #0 DP_CHR_SEND LDY #2 STA (SD_PAGE_PTR),Y ;Attribute LDY #6 STA (SD_PAGE_PTR),Y LDA SD_PAGE_PTR ;Move over 2 sprites CLC ADC #8 BNE !1 LDA #4 !1 STA SD_PAGE_PTR DP_END TXA SEC ;Move to next daggers vars SBC #D_VAR_LEN TAX BCS16 DP_LOOP JMP SET_NORM_BANK ;and 'RTS' ;-------------------------------------- ; Cameo screens ; ----- ------- CAMEO LDA #128 ;Stop tune playing JSR START_TUNE LDX SCR_NUM ;Setup BG bank LDA CAM_B_TAB,X BEQ !1 STA N_BG_BANK1 CLC ADC #2 STA N_BG_BANK2 WAIT_FRAME LDA VDP_CTR_VAR0 ;Force screen 1 AND #NOT-HORI_SWAP ;to get rid of the STA VDP_CTR_VAR0 ;dash. STA VDP_CTR_REG0 LDA #-1 LDX SCR_NUM DEX BEQ !2 ;Don't scroll entrance cameo LDA #-6 !2 STA N_SC_X JSR DISABLE_NC ;Turn off NMI and CHR's LDA #PAL_1 JSR CLS ;Clear screen LDX SCR_NUM ;Draw screen LDA CAM_S_TAB,X JSR S7_DS LDX SCR_NUM ;Draw attributes LDA CAM_A_TABL,X STA ZPAGE_WORD1 LDA CAM_A_TABH,X STA ZPAGE_WORD1+1 SET_VRAM_PTR 27C8 LDX #56 JSR SI_SET_ATTR2 LDA #0 ;Leave dash on other screen STA N_SPLIT JSR ENABLE_CN LDX SCR_NUM LDA CAM_F_TAB,X PHA TAX JSR FADE_IN LDX #100 ;Wait for 100 frames JSR M_WAIT_FRAME PLA TAX JSR FADE_OUT !1 RTS CAM_B_TAB DB 0 ; 0 - Drawbridge DB GR_1ST+38 ; 1 - Entrance hall DB GR_1ST+42 ; 2 - Mines DB GR_1ST+46 ; 3 - Reaper DB 0 ; 4 - DB GR_1ST+50 ; 5 - Singe DB 0 ; 6 - Elevator DB 0 ; 7 - Treasury DB 0 ; 8 - Dungeon CAM_S_TAB DB 0 ; 0 - Drawbridge DB 31 ; 1 - Entrance hall DB 32 ; 2 - Mines DB 33 ; 3 - Reaper DB 0 ; 4 - DB 35 ; 5 - Singe DB 0 ; 6 - Elevator DB 0 ; 7 - Treasury DB 0 ; 8 - Dungeon CAM_F_TAB DB 0 ; 0 - Drawbridge DB 75 ; 1 - Entrance hall DB 80 ; 2 - Mines DB 85 ; 3 - Reaper DB 0 ; 4 - DB 90 ; 5 - Singe DB 0 ; 6 - Elevator DB 0 ; 7 - Treasury DB 0 ; 8 - Dungeon CAM_A_TABH DH 0 ; 0 - Drawbridge DH AM_C102_0 ; 1 - Entrance hall DH AM_C106_0 ; 2 - Mines DH AM_C110_0 ; 3 - Reaper DH 0 ; 4 - DH AM_C114_0 ; 5 - Singe DH 0 ; 6 - Elevator DH 0 ; 7 - Treasury DH 0 ; 8 - Dungeon CAM_A_TABL DL 0 ; 0 - Drawbridge DL AM_C102_0 ; 1 - Entrance hall DL AM_C106_0 ; 2 - Mines DL AM_C110_0 ; 3 - Reaper DL 0 ; 4 - DL AM_C114_0 ; 5 - Singe DL 0 ; 6 - Elevator DL 0 ; 7 - Treasury DL 0 ; 8 - Dungeon ; C102_0 ATTRIBUTE MAP ( 8 X 6 ) AM_C102_0 DB $65,$95,$65,$15,$45,$95,$65,$95 DB $EE,$BB,$EE,$33,$CC,$BB,$EE,$BB DB $AA,$22,$00,$00,$00,$00,$88,$AA DB $AA,$22,$00,$00,$00,$00,$88,$AA DB $AA,$22,$00,$00,$00,$00,$88,$AA DB $AA,$AA,$00,$00,$00,$00,$88,$AA DB $AA,$AA,$00,$00,$00,$00,$88,$AA ; C106_0 ATTRIBUTE MAP ( 8 X 6 ) AM_C106_0 DB $55,$B5,$A5,$A5,$A5,$A5,$F5,$11 DB $9D,$AA,$AA,$AA,$AA,$AA,$AE,$11 DB $99,$AA,$55,$55,$55,$99,$AA,$11 DB $99,$AA,$55,$95,$55,$99,$AA,$11 DB $99,$AA,$05,$09,$05,$89,$AA,$11 DB $99,$AA,$00,$00,$00,$88,$AA,$11 DB $99,$AA,$00,$00,$00,$88,$AA,$11 ; C110_0 ATTRIBUTE MAP ( 8 X 6 ) AM_C110_0 DB $55,$55,$55,$55,$55,$55,$55,$11 DB $55,$55,$05,$05,$05,$05,$45,$01 DB $15,$00,$00,$00,$00,$00,$44,$00 DB $00,$00,$C0,$FF,$33,$00,$44,$00 DB $00,$00,$FC,$FF,$FF,$00,$44,$20 DB $00,$C0,$FF,$00,$CC,$30,$A6,$22 DB $0F,$0F,$0F,$00,$0C,$0F,$0A,$02 ; C114_0 ATTRIBUTE MAP ( 8 X 6 ) AM_C114_0 DB $AA,$EF,$77,$55,$FF,$FF,$FF,$33 DB $BA,$EE,$77,$55,$FF,$FF,$FF,$33 DB $FF,$FA,$86,$55,$FF,$FF,$FF,$33 DB $FF,$BF,$AA,$65,$5F,$5F,$5F,$13 DB $FF,$FF,$FF,$76,$55,$55,$55,$11 DB $FF,$FF,$FF,$FF,$FF,$FF,$FF,$33 DB $FF,$FF,$FF,$FF,$FF,$FF,$FF,$33 ;-------------------------------------- B39_END IF B39_END>$BFFF PRINTF "**** BANK $39 too long !! ****" ENDIF ; End of bank $39 ; --- -- ---- --- ;====================================== ; Start of bank $38 ; ----- -- ---- --- ORG $138,$8000 ;-------------------------------------- ; Include all the BG animation data. ; ------- --- --- -- --------- ----- INCLUDE "BG_ANIM.SRC" ;ACB's and DCB's INCLUDE "BG_MAP1.SRC" ;Bg anims map data ;-------------------------------------- ; Table of pointers to palettes. ; ----- -- -------- -- --------- SPAL_PTR_TAB DW PAL_BLACK ;0 - Mines (Bright) DW MI_P1 ;1 DW MI_P2 ;2 DW MI_P3 ;3 DW S_PAL_S2 ;4 DW PAL_BLACK ;5 - Mines (Dark) DW MI_P1 ;6 DW MI_P2 ;7 DW MI_P4 ;8 DW S_PAL_S2 ;9 DW DIRK_FLASH_PAL ;10 DW PAL_BLACK ;11 - Elevator DW ELEV_PAL0 ;12 DW ELEV_PAL1 ;13 DW ELEV_PAL2 ;14 DW S_PAL_S6 ;15 DW MI_P5 ;16 - 2 entry candle lit mines DW MI_P6 ;17 - 2 entry bright mines DW S_PAL_S2A ;18 - 1 entry for lizard king DW S_PAL_S2B ;19 - 1 entry for normal DW PAL_BLACK ;20 - Grim reaper DW R00_PAL ;21 DW R01_PAL ;22 DW R02_PAL ;23 DW S_PAL_S2 ;24 DW FLASH_PAL ;25 - 4 ent Lighting flash DW PAL_BLACK ;26 - Drawbridge DW DB_PAL1 ;27 DW DB_PAL2 ;28 DW DB_PAL3 ;29 DW S_PAL_S0 ;30 DW PAL_BLACK ;31 - Name entry, DW AT_PAL1 ;32 - high score table DW AT_PAL2 ;33 - and title screen DW AT_PAL3 ;34 DW AT_SPR_PAL ;35 DW G1_PAL0 ;36 - 'Start' glow DW G1_PAL1 ;37 DW G1_PAL2 ;38 DW G1_PAL3 ;39 DW G1_PAL4 ;40 DW PAL_BLACK ;41 DW SG_PAL1 ;42 - Singe's Lair DW SG_PAL2 ;43 DW SG_PAL3 ;44 DW S_PAL_S0 ;45 DW SG_PAL4 ;46 - Dragon on DW PAL_BLACK ;47 - Entrance Hall DW PAL_BLACK ;48 DW EH2_PAL ;49 DW EH2_PAL ;50 DW S_PAL_S2 ;51 DW PAL_BLACK ;52 - Treasury DW T_PAL0 ;53 DW T_PAL1 ;54 DW T_PAL2 ;55 DW S_PAL_S7 ;56 DW SG_PAL ;57 - Singe bits palette DW PAL_BLACK ;58 - No fade set of palettes DW PAL_BLACK ;59 for use with mines drak DW PAL_BLACK ;60 section and grim reaper DW PAL_BLACK ;61 end. DW S_PAL_S2 ;62 DW SG_PAL5 ;63 - Singe 1 ent green DW SG_FLASH ;64 - Flash Reaper/Singe white DW R03_PAL ;65 - Reaper 1 ent blue DW PAL_BLACK ;66 - End screen palettes DW ES_PAL1 ;67 DW ES_PAL2 ;68 DW ES_PAL3 ;69 DW S_PAL_S0 ;70 DW S0_SNK ;71 - Green for snake s0 DW EH3_PAL ;72 - End screen (Entrance hall) DW EH3_F ;73 - Flash snake DW EH3_R ;74 - Restore snake DW PAL_BLACK ;75 - Entrance hall cameo DW PAL_BLACK ;76 DW CAM_PAL3 ;77 DW CAM_PAL3 ;78 DW S_PAL_S0 ;79 DW PAL_BLACK ;80 - Mines cameo DW PAL_BLACK ;81 DW MIN_PAL3 ;82 DW MIN_PAL3 ;83 DW S_PAL_S0 ;84 DW PAL_BLACK ;85 DW PAL_BLACK ;86 DW REAP_PAL3 ;87 DW REAP_PAL3 ;88 DW S_PAL_S0 ;89 DW PAL_BLACK ;90 DW PAL_BLACK ;91 DW SING_PAL3 ;92 DW SING_PAL3 ;93 DW S_PAL_S0 ;94 DW PAL_BLACK ;95 DW EH3_R ;96 - Restore snake DW EH3_R ;97 DW EH3_R ;98 DW S_PAL_S0 ;99 DW PAL_BLACK ;100 - Credit screens DW R00_PAL ;101 DW R01_PAL ;102 DW CS_PAL ;103 DW S_PAL_S2 ;104 ; BG palettes FLASH_PAL DB WHITE3,WHITE2,WHITE1,WHITE0 DB WHITE3,WHITE2,WHITE1,WHITE0 DB WHITE3,WHITE2,WHITE1,WHITE0 DB WHITE3,WHITE2,WHITE1,WHITE0 PAL_BLACK DB BLACK,BLACK,BLACK,BLACK DB BLACK,BLACK,BLACK,BLACK DB BLACK,BLACK,BLACK,BLACK DB BLACK,BLACK,BLACK,BLACK ; Sprite palettes ; Screen 0 - Drawbridge S_PAL_S0 DB BLACK,WHITE2,WHITE1,WHITE0 DB BLACK,ORANGE2,ORANGE3,YELLOW1 DB BLACK,WHITE2,YELLOW2,WHITE0 S0_SNK DB BLACK,GREEN3,GREEN2,MID_GREEN1 S_PAL_S2 DB BLACK,WHITE2,WHITE1,WHITE0 DB BLACK,ORANGE2,ORANGE3,YELLOW1 DB BLACK,WHITE2,YELLOW2,WHITE0 S_PAL_S2B DB BLACK,ORANGE3,ORANGE2,ORANGE1 ; Screen 6 - Elevator S_PAL_S6 DB BLACK,WHITE2,WHITE1,WHITE0 DB BLACK,ORANGE2,ORANGE3,YELLOW1 DB BLACK,WHITE2,YELLOW2,WHITE0 DB BLACK,ORANGE3,ORANGE2,ORANGE1 S_PAL_S7 DB BLACK,WHITE2,WHITE1,WHITE0 DB BLACK,ORANGE2,ORANGE3,YELLOW1 DB BLACK,WHITE2,YELLOW2,WHITE0 S_PAL_S2A DB BLACK,WHITE2,LT_GREEN1,LT_GREEN2 ;Lizard king palette DIRK_FLASH_PAL DB BLACK,WHITE2,WHITE1,WHITE0 DB BLACK,WHITE2,WHITE2,WHITE2 DB BLACK,WHITE2,WHITE2,WHITE2 ; DB BLACK,WHITE1,MID_GREEN1,MID_GREEN0 SG_FLASH DB BLACK,WHITE3,WHITE3,WHITE3 ; Attract mode sprite palette AT_SPR_PAL DB BLACK,BLUE2,BLUE2,BLUE1 DB BLACK,ORANGE2,ORANGE1,ORANGE0 DB BLACK,GREEN3,GREEN2,GREEN1 DB BLACK,ORANGE3,ORANGE2,ORANGE1 ; Sprite palette for Singe's bits SG_PAL DB BLACK,WHITE3,PURPLE2,PURPLE1 MI_F DB BLACK ;====================================== B38_END IF B38_END>$9FFF PRINTF "**** BANK $38 too long !! ****" ENDIF ; End of bank $38 ; --- -- ---- --- ;-------------------------------------- ; Start of bank $37 ; ----- -- ---- --- ORG $137,$A000 ; Include screen maps ; ------- ------ ---- INCLUDE "GR_SMAP2.SRC" B37_END IF B37_END>$BFFF PRINTF "**** BANK $37 too long !! ****" ENDIF ; End of bank $37 ; --- -- ---- --- ;-------------------------------------- ; Start of bank $36 ; ----- -- ---- --- ORG $136,$8000 ; Include the ZZ_ and BM_ data for SPR_DRAW ; ------- --- --- --- --- ---- --- -------- INCLUDE "GR_MAP.SRC" INCLUDE "GR_MAP2.SRC" INCLUDE "GR_MAP3.SRC" ; ZZ_ and BM_ maps for test sprite BM_TEST DB %11000000 DB %11000000 ZZ_TEST DB 30,30,30,30 B36_END IF B36_END>$9FFF PRINTF "**** BANK $36 too long !! ****" ENDIF ; End of bank $36 ; --- -- ---- --- ;-------------------------------------- ; Start of bank $34+35 ; ----- -- ---- ------ ORG $134,$8000 INCBIN "SCRBLK.INC" B35_END IF B35_END>$BFFF PRINTF "**** BANK $34+$35 too long !! ****" ENDIF ; End of bank $34+$35 ; --- -- ---- ------- ;-------------------------------------- ; Start of bank $32 ; ----- -- ---- --- ORG $132,$8000 ;-------------------------------------- INCBIN "ATTR.INC" ;-------------------------------------- ; Collapsing floor collision tables.(X,Screen address) ; ---------- ----- --------- ------ ---------------- ; Screen 0 - Drawbridge SCR0_COLAP_TAB DW 104,9024+13 DW 112,9024+14 DW 120,9024+15 DW $FFFF ; Screen 3 - Grim reaper SCR3_COLAP_TAB ; Gr #1 DW 88,9024+11 DW 96,9024+12 DW 104>h>h:d 6`2\ކ\\.X::>h*T~&PTPTPTzPTPTPTPTP          !"#$%&'(')*+', -./0123456/0/078/09: ;<=>?@A"B$C&D(E)B+9  FGF G F G H:,IJIJ IJIJIKLMN,OPQRSTUQRSTVWXY9:ZG F G F GFG F G F H,,IJIJ IJIJIJ[:,    9   9:\]^_    9  !"#$%&'(')*+':, -./0123456/0/078/09  ;<=>?@A"B$C&D(E)B+:  F GGF GF H         9,:   9:`abcde   fghijkl      :  !"#$%&'(')*+',-./0123456/0/0mnop9: ;<=>?@A"B$C&D(E)B+  F G FGG F H9   ,        `abcde  9:fghijkl        ,    9KLMN     !"#$%&'(')*+'9 -./0123456/0/078/0:, ;<=>?@A"B$C&D(E)B+  FGGF G F H9    :,`abcde  , fghijkl  9:&R~.Z 6b..ގ>jFr"Nz*V2^2^:fBnJv&RRRn~~.Z 6b2>jFr"N"$                    !"#      !"% & $   ''''''''''''      ((   (    !"%) $    *+   ,-*+   .,-     ./         !"        $           !"0123     $!"%)    $        !"%) $''''''''''''             ((       ((     *     ,     4./ 0526                !"#     7$     $     8          *     4./((                      9((        :     9;     :<    9;    !"%)  $ 0526 0526 0526 0526((       *+    ,-    ./0526            0526    0123        *+"#    ,-*+$    4./,-*+=>?@     4./,-      4./         !"%)        $             *+((      ,-       4./0526                                    9;"%)      :<$            A     BCDEF    GHIJKLEF    M NOPEF   QRSTUVWXYZEF   [\]^_`XabcEF   defgh_iXcjEF   eklm_mXnopEF   q rsMtuvwEF&R~.Z&R~.Z 6b>jFr"Nz*Vzz2^:fzBnz"Jzzv&R~.Z 6b>jF r"Nz*V*V2^^.&: fR:Bn: r&Jv& &Rζ .Z~    !!"  " # " #:$%&&'() *+   " #,-./012!!    " # " #$%&&78!   # " #,'() *+    -./012!! " # " #$%&&  " #, !!uv w #'() *+  " # " #$%&&-./012!! " #,78 !   77 !  # " # "9,:%&&87 " ;<=>?#78!  @ABC78! " # " AACC "78! D EEFGHIJEEF78! " #GGJJ$78!  " KLMN "%,&&&&'() * +" OP"Q #R.STUVWXYZ12!! [      78!  "  " # "#$ !!;<=>? " ;<=>?9,:%&&&&78 ! @ABC @ABC'() * +" AACC#AACC-./012DGHIJEE"E FGHIJ[  GGJJ GGJJ78! KLMN#KLMN78! " OPQ " OPQ$%&&&&&&78!  "  ",88  "  "88 "  " $78!  9,:%&&&&&&78\]^_ " #'() * +"  " -./012!! [   78!  " #78!  $9&&&&&&&783`ab "  ",'() *+  " # "-./012!! " #$%&&&&&&[  ;<=>? ;<=?,78!  @ABC#@ABC78!  AACC " AACC !!DGHIJE EEFGHIJ$78 !GGJJ#GGJJ%,&&&&&&78 ! KLMN " KLMN !!OPQ OP78 ! " # " #%,&&&&&&78 ! " # " #:$%&&&&&&'() * +" # " #-./012!! [    " #78!   " # !!  78 !3456# " #78 ! " # " cdef%,&&&&&& !! " #, !! #O"P Q78!   :$9%&&&&78!  # " , !! #; =>#; =78!  <@?B<@?B78!  AACC3456 AACC$%&&&& !! #ADHCI#EEEAFHCI,78!  GGJJGGJJ78!  GKJM " GKJM !! #LOPNQ#LOPN$78 !   %,&&&&'()\g^h   #  " #-ijklmnopq12!!#  " "  $%&&&&78!   , !! " # "78 ! "  " #'() * +   $%&&&&-./012!! " # ",[  "  " #78!   :$9%&&78 !3456 " #$78!   ;=%,&& !! " # "<@?B78 ! "  " #AACC'()rset  DEEEEEAFHCI$-./012!! " # "GGJJ%,&&[   " #GKJM78 !  LOPN78 !  ";#=> " #%,&&'() * +" <@?B #-./012!!AACC [   "ADHCIEE EE#EF78!  " GGJJ # !!GKJM $%&&78 !  "LOPNQ " #,-./012!!  :$9%[   " # " #,78!  "  " # "cdef !!  78 !   :$%'() * +"  " # " ,-./012!!  $78!  "  " # " '() * +"  # " #-./012!! " # "[     !!3456 " # "78!  "  # " #78 !   ,-./012!! " # " #$[   " #%,&&78 !  " #$%&&78!  " ;=> ;=> !!<@?B" <@?B78 ! AACC #AACC78!  " ADHCIEEEAFHCI$%&& !! "GGJJ" GGJJ,78 ! GKJM #GKJM'() * +" LOPNQ LOPNQ78!   # " #78!   " # " #78!   # " # !!   78!  3456# " #78!   # " #%&&78 !   %,&&-./012!! " #$[    %,&& !! " #$78!  " xy $%&&JJrrJ:b*Rzr:bBrrj 2Z"BBrJ*RzrB:JrrrJJrJrr*R       !"#!$"%&%&&'%&(%)!"&*&+,&-&( &"&*'&.'/./012-3-3.453016)7./89:;<= >:;<= ? @:;<=!6)A6&A?!@"*@"&*')2B-&(6)AB?&@'%&%+  !"  3012-30(16 A-&,4!")*B&&30582-30(19CDE:;<= "&*'&.'/./012-3-3.45301:;<=$&&%!"6)ABFGHI$*&%"*&!%"!* & A+,")*B!"&&")&B6!A6)AB&&&'&.'/2-3452-30(1&!")&&.'/2-3./89*"&&7>:;<=7  :;<=  +  6A% &?&@',4J&%6A !"#% )'B2)-'.'/-3580(1)2B-&(!"&&.'/./39301"&7> ? @9:;<= :;<='"?!@"*%&%?@KLMN&"&6 A "*&6"A*?!@"&%+,!" !"&" *& '- 22&-&(!"&45&6'A(&7'/./333012-389./01    !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQMRSTUVWXYZV[\U@V]^/WPQJ_>`abccdJ>Pefutine comprises of three separate tables:- ; Table 0 contains pointers to the top left hand corner screen address. SCR_DRAW_TAB0 DW DL_SCR_TLFT ;0 - Panel DW DL_SCR_TLFT+(5*32) ;1 - Draw Bridge DW SCR1_START+(26*32) ;2 - Reaper floor DW DL_SCR_TLFT+(5*32) ;3 - Treasury DW SCR1_START+(15*32)+22 ;4 - Reaper IF FCS=1 DW SCR_START+(9*32)+10 ;5 - SBIM logo DW SCR_START+(13*32)+13 ;6 - Presents DW SCR_START+(12*32)+24 ;7 - TM DW SCR_START+(19*32)+11 ;8 - Released by DW SCR_START+(21*32)+4 ;9 - EPIC logo DW SCR_START+(24*32)+5 ;10- Licensed by Nintendo DW SCR_START+(7*32)+7 ;11- EPIC release DW SCR_START+(12*32)+10 ;12- Developed by DW SCR_START+(14*32)+12 ;13- MotiveTime logo DW SCR_START+(18*32)+1 ;14- Copyright message DW SCR_START+(15*32)+10 ;15- Dragons Lair logo s1 ENDIF IF GBR=1 DW SCR_START+(5*32)+9 ;5 - SBIM logo DW SCR_START+(9*32)+11 ;6 - Presents DW SCR_START+(3*32)+9 ;7 - Don Bluth cs2 DW SCR_START+(14*32)+10 ;8 - Released by DW SCR_START+(16*32)+6 ;9 - Elite logo DW SCR_START+(24*32)+5 ;10- Licensed by Nintendo DW SCR_START+(7*32)+5 ;11- Elite release DW SCR_START+(12*32)+10 ;12- Developed by DW SCR_START+(14*32)+11 ;13- MotiveTime logo DW SCR_START+(18*32)+1 ;14- Copyright message DW SCR_START+(11*32)+8 ;15- Dragons Lair logo s1 ENDIF DW SCR_START+(3*32)+9 ;16- Dragons Lair logo s2 DW SCR_START+(4*32)+23 ;17- TM credits screen 2 DW SCR_START+(32*8)+7 ;18- SCORES DW SCR_START+(32*10)+8 ;19- PLAYERS DW SCR_START+(32*13)+8 ;20- MUSIC DW SCR_START+(32*10)+7 ;21- GOLD DW SCR_START+(32*23)+13 ;22- Mtime logo option screens DW SCR1_START+(32*8)+10 ;23-   !"#$%&'()*+,"#-./012+,"#3.45267,8  ! #"&%$*)(',+#".-210/,+#".3254,76808p088h080p0p000000pp`p```p`px```x```pp  !"#$%&' ()*+,-. /01234567    "!$#'&% )(+*.-, 0/3216547`p``880p880x000p000p00pp0p00`p````p```p``pp  !"#$%&'()*+,"#-./0123"#456789:;  ! #"%$('&,+*)#".-0/321#"5476:98;088x088h080p008x000p000p````p`````p```p  !"#$  "! $#8800080p000p00pp````p```p``pp% &'()*+,-./012345 %'&)(+*-,/.103245````````   ```` !"#$%&'()*+,-./()01234567()89:;<=>?! "$#'&%)(+*-,/.)(1043265)(7:98=<;?>pp `pp `pp`000000p0ppp0@`@``p    !"#$%&' ("#$)* +,-./)012 34567)8 9:"#$;    "!$#% '&"($#) *-,+/.) 21054376) 8":9$#;pp`pp``p``p`pp```````0pp00p000p0`p`p``p``p`p`p```p``  !"#$%&'()*+,-. !"/01234    "!$#&%('*),+.- "!0/3214pp `pp0p`p````````````@```p56789:;<=>65879>=<;:00@00|  !"#$%&'()*+,$%-./0123  ! #"%$('&*),+%$/.-1023pp``@0000`p00`p0`` 0000``456789:54:987600|      00 0 00 0 0pp000@@@@ !"#$%&'()*+!,-./012345678912:;<=>?89! #"%$&')(!+*-,0/.21437659821<;:?>=98`p`` `pp`````````@``p   !"#$%&'()*+,-%&./012+,-%&345678,-9     ! $#"&%)('+*-,&%0/.+21-,&%543876-,9`p`p``pp`````````pp`p```p  `pp`````p !"#$%&'()*+,-./0123456789:$%";()<&=>! %$#")('&,+*0/.-2143765%$:98)(;">=&<0pxx00px08! #"'&%$+*)(/.-,21043765:98<;=>@```ppP@p`ࠀ  !"#$%&'()*+,-./0123  ! #"$%'&)(*+/.-,2103x|tx|`x|t`x|p````xxxx8   xp`x|8 !"#$%&'()*+,-./01234567 89:;<=>? #"!%$('&*)-,+10/.432576 ;:98=88888p@h8xpx  !"#$%&'() *+,-./0123 456789:;<=>?   "!&%$#)(' ,+*/.-3210 654:987=<;>?pp`p x`px`p```pp`ppp0p 0p0p00x80ppx0pxX  x```pxH000p !"#$%&'( )*+,-./0123456)*+,78901:;<4=> #"!&%$ (',+*)10/.-43265,+*)109874<;:>=8<888xx|4`x|t`ppppxxx    !"#$%&'()*+ !,-$%./0(1234 567$%89:(1;<=     %$#"!('&+*) %$-,!(0/.4321 %$765(:98<;1=8888xxpx|4px|tx|tЀppppxx8\|x8x?   "! %$#('&+*).-,10/43276598<;:=>?@@@`@`@@@@@@@@@@   @@@ !"#$%&'()*+,-./012345"#$%&6789 "!$#&%(',+*)0/.-2143"5$#&%7698 << ```  !"#$%&'()*+,-./0123 !456786  ! $#"('&%+*)-,/.1032! 546876888 pxx X pxX 0 ` ppp8xx@?   "!$#&%('*)-,+0/.-,1432-65987;:=@@@@  @@@@@@@@@   !"#$    !"#$@  !"#$%&'(   ! "#$%&'(@@@@@@@@@@@@@@@@    0 `0@@@`   !    !"#$%&'()*+,-./0123456789:;<=>?     #"!&%$('*)-,+/.0143265798;:=@@`@pp pp0ppp@`` @`@   @@@@@@@@ DL S6_TP_TAB ;6 - Elevator DL S7_TP_TAB ;7 - Treasury DL S8_TP_TAB ;8 - Dungeon SCR_TPTR_TABH DH S0_TP_TAB ;0 - Drawbridge IF HALL DH S1_TP_TAB ;1 - Entrance hall ELSE DH 0 ENDIF IF MINES DH S2_TP_TAB ;2 - Mines ELSE DH 0 ENDIF IF REAPER DH S3_TP_TAB ;3 - Grim reaper ELSE DH 0 ENDIF DH 0 ;4- IF SINGE DH S5_TP_TAB ;5 - Singe ELSE DH 0 ENDIF DH S6_TP_TAB ;6 - Elevator DH S7_TP_TAB ;7 - Treasury DH S8_TP_TAB ;8 - Dungeon ;-------------------------------------- ; Include graphics source files ; ------- -------- ------ ----- INCLUDE "GR_SMAP1.SRC" ;-------------------------------------- ; Sprite Collision boxes ; ------ --------- ----- ; Table of pointers to collision boxes SDC_COL_PTRS_L DL SCOL_0 DL SCOL_1 DL SCOL_2 DL SCOL_3 DL SCOL_4 DL SCOL_5 DL SCOL_6 DL SCOL_7 DL SCOL_8 DL SCOL_9 DL SCOL_10 DL SCOL_11 DL SCOL_12 DL SCOL_13 DL SCOL_14 DL SCOL_15 DL SCOL_16 DL SCOL_17 DL SCOL_18 DL SCOL_19 DL SCOL_20 DL SCOL_21 DL SCOL_22 DL SCOL_23 DL SCOL_24 DL SCOL_25 DL SCOL_26 DL SCOL_27 DL SCOL_25 ;28 DL SCOL_26 ;29 DL SCOL_27 ;30 DL SCOL_31 DL SCOL_32 DL SCOL_33 DL SCOL_34 DL SCOL_35 DL SCOL_36 DL SCOL_37 DL SCOL_38 DL SCOL_39 DL SCOL_40 DL SCOL_41 DL SCOL_42 DL SCOL_43 DL SCOL_44 DL SCOL_45 DL SCOL_46 DL SCOL_47 SDC_COL_PTRS_H DH SCOL_0 DH SCOL_1 DH SCOL_2 DH SCOL_3 DH SCOL_4 DH SCOL_5 DH SCOL_6 DH SCOL_7 DH SCOL_8 DH SCOL_9 DH SCOL_10 DH SCOL_11 DH SCOL_12 DH SCOL_13 DH SCOL_14 DH SCOL_15 DH SCOL_16 DH SCOL_17 DH SCOL_18 DH SCOL_19 DH SCOL_20 DH SCOL_21 DH SCOL_22 DH SCOL_23 DH SCOL_24 DH SCOL_25 DH SCOL_26 >>>>>>>>>>>>>>>>>>>>>>>>>>>@A?@A?@A?@A?@A?@BBBBBBBBBBBB  !"#$%&'()*-./01456789:;<=     !"#$"#$"%&'()*+,-.../%&'()*+,.012...3456.........3456.789:"#$"#.............;<.....7=>?@...............AB....7=>....."#$..................7=>.......................7=>......."$"................7=>.......................7=>........."#$..............7=>.......................7=>..........."$"............7=>.......................7=>............."#$..........7=>.......................7=>..............."$"........7=>........................=>................."#$CDCEFGGGGGGGGGGGGGGGGGG12HDHIJKL................9:"#$"#MNMNDOPQR..............SDSDTUCDV.............."#$"#$"                                !"#$%&      '()       *+,-.*    $%&   /0123/    (   *4567*   *  /89:;/    /   *<=>?@    *   /ABCDE    /   *FGHIJ   *   /KLMNO   /   *PQRST    *  UVWXXYXZ   /  U[XY\XXXW[X\\Z  * UXY[XW[XXXXXXX\[WYXWYZ  ]^_]`a]^_]`a]^_]`a]^_]`a]^_]`aXYVWVWXYXYXYVWVWXYXYIVWG\] KqVWGJXYG   uw  rsJXYGJF`g `g   JFIG -.;<IGJF /0=>JFIGdl dl !12?@FIGJF `g  "#34A"GJFIG   $%56B$GIGJF  &'/0C&FJFIG dl ('/0D(GIGJF   )*78E)FJF[H+'/0B+H[H,9:,,,99:9:,9:,9:,llllmnolllllllllpqrsltuvwllllxyz{|}~lllllllllllll   !"#$%&'()*+*,-+./0123456789:;<=>?@ABCDEFGHIJ)*K*L+*MNOPQRSTUVWXYZ[\]*K^-*+O+-*_+K-M`K^a*,+*MNO,^,-*,Mbab_(L,OK-M`L,PQRSTUVWXYZ[\]*K^-*+O+-*_+)*K*L+*M*c*Kb(*MNOddeddfddghijklmnopqrstuvwM)Lxb,y+KL^)w^+L-)LM*_L)zb{,*MNONK|-}x)b|(~K-M`LKKa}L)La-*)+~L|M^b~c^+|LK+L,Mab,a*(-NK|-}x)b|(~K-M`|+*M|,M*)K^a*,+*)b_+|KK^cL,NK|-}^,-*)La-^c*_*M^L~^,a`a}L)La-*)M*+^x,+Mb,NK|-}LKK)^x}-+)*+*)c*M`  !"#$%&'()*+,-./0123 456789:;<=>?@A BCD EFGH IJKKKKLM     ! "#"#$%&'()*+,+-,./)*0123456789:;<=>?<@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefgh  "#&')*    ! )*&'   ijklmnopqrstuvwxyz{|}~끂  !"#$%&'('('()*+,!-./0'('('(123456789:;<=>?@((((((A'('('( B#$%&)*+,A!"-./0((((((1234A"C5678'('('(9:;?@DDDDDDDDDDDDDEFG"AHIJKLMNLNOLMNLNOLMNLNOLMNLNOLMNLNOLN           !  ""#$%&'(""()*+,-(."()/0123456745689:;7456"745<=>?@ABCDEBCDFGEBCD"EBCHIJKLMNOPOQRSTPO"PUVWXYZ[\]^]_`ab^]"^cd=e&fghijklmn"o/p012qrstuvwxyz{|}~>?@{$%IJKL"WXYZ'{=e&fg"o/p012qr"}~>?@{$%IJKL{WXYZ'"=e&fg{|o/p012qr|}~>?@""$%IJKLWXY2Z'{=e&ffg{op/p0Y2q2qg~~e      !"#$%&'()*+,**+,*,**+,*-./0123456789:;<=>?==>?=?==>?@ABCDEFGHIJKLMMNOOPNOOPNONOOPNOQPMMRSTUVWXYMZ[\\][\\][\[\\][\\]ZM^_`abcdMefghhighhighghhighhjklmnopqrstufvwxyzGH{|}M~fZTUufjkGHvwyzTU}M~fZ{ufjkGHqrvwyzTU{}M~fZGH{jkTUqr}M~fZTU{ufjkvwyz}ufZMkf   !"#$%&'()*+,-./%0123456789:;<=>?5@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_N`\YZabcdefN`\YZ[\]^_N`\YZ[RScEgh_N`\YijklmnopkqZ[\abcrs^_Ntuvwxyz{{{{{{zy|}~^E]~~~Ր  !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~zzz DL SF_EL7 SF_ETABH DH SF_EL0 DH SF_EL1 DH SF_EL2 DH SF_EL3 DH SF_EL4 DH SF_EL5 DH SF_EL6 DH SF_EL7 SF_EL0 ;Drawbridge SF_EL1 DB 1,2,8,7 ;Entrance hall SF_EL2 DB 8,2,3,7 ;Mines SF_EL3 DB 5,8,3,7 ;Grim reaper SF_EL4 ;Not implemented SF_EL5 ;Singe SF_EL6 ;Elevator SF_EL7 ;Treasury SF_NOT_6 ; Stop exit off left of screen LDA DIRK_X_ONSCR CMP #L_EDGE BCS SF_LOK LDA SCR_NUM ;Dirk exits on the left CMP #7 ;in the treasury BNE !1 LDA END_LEVEL_FLAG ;Exit from treasury BNE SF_LEVEL_END !1 LDA #L_EDGE+4 ;Put Dirk at left JSR SF_CEP SF_LOK SF_SCROLL LDA SCROLL_FLAG ;Is it a scrolling section BEQ SF_NOT_SCROLL LDA SCROLL_XOFFSET+1 ;Test if finished scrolling CMP SCROLL_LENGTH+1 ;(16 bit compare) BCC SF_END BNE !1 LDA SCROLL_XOFFSET CMP SCROLL_LENGTH BCC SF_END ; Scroll has finished so allow Dirk freedom to walk right. !1 LDA #0 STA SCROLL_FLAG ;Clear scroll flag SF_NOT_SCROLL LDA DIRK_X_ONS159=AEIMQUY[]_aceimquy} !%)-159=AEIMQUY]aeimquy} !-------%)-159=AEIMQUY]aeimquy} "',16;@EJOTY^chmrw          @ < 8 4 0 , ( $                $ ( , 0 4 8 < 0 , ( $                  ( 0   )> C`}~pqrstuvwxyz{|{zyxwvutsrq̈́ ڄ     !"#$%&'()*+,-./012345 !"#$%&'()*+,-./012345E543210/.-,+*)('&%$#"! 543210/.-,+*)('&%$##"! 666789:;<=>?@ABCD8EFGHIJKLMLKJIHGF]MLKJIHGFEFGHIJKLMabcdefghijklmnonmlkjihgfedcbaNOPQRSTUVWXYZ[\]^_`_^]\[ZYXWVUTSRQPO}       ƌ ό ،         ) 2 ; D M V _ h q z        Í ̍ Ս ލzfxdvbt`tjvlxnz ".:FRƉ։&6FVfv Ɗ ڊ    * > R f z    ʋ ދ             #PYbkt37;?C #+ώێÎǎˎKGO[gX                                       /      ./      ./      ./                 .     .     ./    ./   ./    ./   ./    ./   ./    ./    ./    ./    ./           .  . ./ ./ ./ ./ ./  ''''HH~CDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcWXYWXYWXYWXYWZ.[\][\][\][\]^_`a`bcd...efghij...klmn.o...p..qrstuv...w.x...|}~|}~|}~|}OPQRSTUVWXYZ[\]^_`aZ[bcde`]a_^\defghi^\`]a_hijklm`]a_^\lmnoVW^\`]a_VWXY\]^_Z[bc`]a_defg^\`]hijk`]a_lmno^\`]VW\]Z[`]de^\hi`]lm^\ bcdeU8HXuU8H(uU0`UhxuEUeU(8X\`dhUeUUuUŐUUUUuUHHHeq$UUlleUU||eUUeUUeUeUhxu0 0 0 0  &6 '8( &6 '6& &6 '6& &6 ' *   000!!&8(6&0#R0RRK4KsKQ3QvQI9IIrM6MtMH8HHS.SSP2PPO1OuO;Th^<Ui_=Vj`>Wka?Xlb@YmcAZndB[oeC\pfD]qgG7GwGR0RRK4KsKQ3QvQI9I IrM6MtMH8HH                         ! &# ! $) $) &!&&# $) !'%%$)(!'%'%!' '!'%'%$)(!' '%  HPKMGOSst#%ZMS Run-Time Library - Copyright (c) 1990, Microsoft CorpBFILEFile to edit: startupGo to line: DOSbackspace bookmark numberDrop bookmark [1-10]: Overwrite existing bookmark [yn]? Bookmark droppedGo to bookmark [1-10]: That bookmark doesn't exist_prompt_begin "_bad_key_prompt_endKeystroke macro definedDefiningremember while pausedrememberingpaused.kmKeystroke macro not foundLoadingMaximum keystroke length reachedIllegal keystroke: line %d, column %dPlaying backPlaybackPlayback cancelledNothing to play backLoad keystroke macroMaximum keystroke length reachedsave while rememberingsave while playing backNo keystroke macro to saveSave keystrokes as: .km#%d<-Save keystroke macrooverwrite an edited fileOverwrite existing keystroke macro [yn]? self_insertb(_invalid_key_invalid_key<-also><-and>nothingbr-%4.4xv.swpSwap All the memory in your machine has been exhausted. Do you want to save your files before exiting to DOS? MemoryChecking printer status..prnPrinting block..Print cancelledPrintPrinter is not ready or out of papers have has%d buffer%s not been saved. Exit [ynw]? yYwWFile: edit a system bufferFile to read: Reading fileFile readread a file into itselfWriteFile has not been modified -- not written not.default to scrap to scrapScrap insertedNo scrap to insertCopying block to scrap..Block copied to scrapWrite block as: Writeoverwrite an edited fileLine: Col:%6.6ld %5.5u ScrapInserting scrap..Inserting scrapOut of storage; undo information was lostMaximum line length reachedbbbbN^b{^bvbbb<^bCan't undo in mid-commandUndoing command..Undoing commandUndoneNothing to undoUnrecoverable Allocation ErrorUnrecoverable error. Save all files [yn]? nNwrite_buffer?:///.bakbr-%4.4x.mdsbr-%4.4x.dbnCreating backup file..Opening %s..SwappWrit%sing %s?:///:/delete an edited file   ,<>[]+"=|*?; %2.2d%c%2.2d %2d%c%2.2d %cmSundayMondayTuesdayWednesdayThursdayFridaySaturdayJanuaryFebruaryMarchAprilMayJuneJulyAugustSeptemberOctoberNovemberDecemberKRYakt{=9<4I[Z[Ax_]]Kw EyN- yAR6EN.US$LS S07^@DXS[# Copyright 1984-1989 by UnderWare, Inc. All rights reserved. To return to BRIEF, type "exit".>&COMSPEC%sBR-%4.4x.swp Press any key to continue... M BRIEF v3.0 - (c) 1984-1989 by UnderWare, IncEditing changes will be lost! Abort?  5:14 pm 5:14 pmBLEVEL=BTMPTMP?:/BBACKUP/brief/backupInvalid BBACKUP setting././/.;/brief/macrosBPATHInvalid BPATH setting.BFLAGSbbb+bbbbbbFbb. b b by b bx b b b b, bp b b b b bb͸ոѳƵسԾĿٴڿ³ôų q-  DDDDDDDĄDĠ`  `@ ة (<(>)U  >  \'@ J _ iâ Ġ" " # P Ģ ` © ©  "  " #  `Hh8U J ` JL; ¦  i j i Ȍ  k l `8('J (e' ŽI נ ( ᩩJв`` "`8fL!8f i ; `͸օ Le `)@:)>J84L>8`J8L )>i`J84L>i&`J8lil L(Lr}}}0 Lr}}䝷L#Ji0 0@LB  ee wLri0 L@  ee wLr---i-0T-S-@L_S-T----i-8 L"Lש t(i)J+)+  (U  #׮%' ȍ 8  >宩H iâd h `JNRV !#KPUZ.feeEe3̻"""UUUUUU UUUUUUUUUED3DD 0"  wU3wU3U3e___vUUU33bW/E'Hbjb1kb:'E'Z%E'(E'UbE'b?bTbmbmlbbLE'`:b4E'eb"bbDb b&1E'bb{b#bZ9E's9E'9E'9E'b7E'7E'-7E'?E'?E'?E' @E'םbkbWbWbb\b b AE'AE'wbwbfbfbAE'LAE'AE'(E'bbbbE'ibz#b*E'E'b(E'T:E'm:E')E':E'bYbbbbpbE'E'E'UDb:E':E'7E'7E'!E'-E'E'%@E'W@E'$bPb 2E'2E'Lbp@E'@E'>@E'huib}Tgbabovebelowabove_eqbelow_eq<>=<=*/%&|~!=<<>>restore_position: no saved positionsubstr=Enter key: Enter macro name to assign: assign_to_keymove_absmove_rel-=*=/=%=&=^=|=>>=<<=upperlower ltrimtrimcompressSearchSearch terminatedNo pattern specifiedPerforming global change..sterminatedcompleteChange [Yes|No|Global|One]? search_stringoffon%x\*?[]<>{}+@|$% Null pattern or groupMismatched []Mismatched {}Invalid closureInvalid character after '\'Invalid rangeIllegal use of |Illegal character within []Illegal use of \c within []No substitution allowed in patternIllegal search across newlineToo many groupsNo such group in patternReplacement string too long - @xee@%e Search for: Pattern: Replacement: #####$$#$?$[$~$$$$By0H"pd^``(acabbaa#b_b`bab`ddd/\/\:/Hu ; ;.;PATH.com.exe.bat.com.exeCOMSPEC %cc %s%s%s Disk full, write file to another diskFile not foundInvalid path specificationToo many open files (no handles left)Insufficient memoryInvalid drive specifiedUnexpected DOS error %d: notify BRIEF authorsAccess denied: RO, bad drive, file or path<&&b&q&& '&&&&&&& '&&&&&_C_FILE_INFO=+hRAAh`6`6^0^^^b*?.../ ((((( H Q  +0//<>R6001 - null pointer assignment R6000 - stack overflow R6003 - integer divide by 0 R6009 - not enough space for environment run-time error R6002 - floating point not loaded R6008 - not enough space for arguments Hb$Y@cz]Dhj4] E'ȟȟjltE'v]c:/brief/macros/errorfix.cmb`bbfbȱiLȱȱlZ i`  eƆe`'('''i'(L'ȱ'̓͂+ȱ'ȱ'HHl Ii e''(L`nnBnBCB ȱBȱBCB8`ooDoDED ȱDȱDED8`ppFpFGF ȱFȱFGF8`qqHqHIH ȱHȱHIH8`HH ) F` F` i \L(婳HH F`OHH F`HH F`HH F`HH F`HH F`YHH F`HH F`HH F`HH F`HH F`KHH F`HH F`+HH F`AIHHH)HH ةHpHHHH ةBCNOuAnov` މ p "حo HPoHHHHH " LAH@HHHH ةA` LLABCnA` 'LAH`HHHH ةA` މ ` " 'LAHHH)HH ةA` 'LA&HHHHH ةDEoA` މ  " 9LA cA` 9LAHHHHH ةA` މ  " 9LA  c A`LA HpHH)HH ة A`LA H`HHHH ة A` މ ` "LA BCn A` KLA  c A` KLAHHHHH ةA` KLAHHHHH ةA` މ  " KLLABCnA` ]LAH0HHHH ةA` މ 0 " ]LAHHH)HH ةA` ]LA cA` ]LLABCnA` oLAHHHHH ةA` މ  " oLA  cA`LA  cA`LAcV e@Ii mHHI ;BC _ >npqocA9Lq0a@qSHHPI5P8H,P( (!PQ xؠP (v=)  (`B/. 酾˅ȅ^Z><$9˄}p[PHg~IpF@! 1 JK c` 1 LM c`HH F` 쀐 HHH ` 쀐 qw q0/qLqq) Lᐩ `ww @ L L}DW U\n{TB({#8W% 0, d2\|E!@ŏBu0gd[K`2Ȏp0{zX`"P>܍0{ 쀐 88 "` 쀐} 8 "` 쀐à 4 "` % H4 "` < 4 "` 쀐Y 4 "` 쀰LM LM4 "` 쀐 4 "`  L4 "` f "` ک "` <aHH F8`=) HH F | "ح=)HH F ٩| "ح``A5QBCVDE[FG)Anopr(;A <<HHd F-JK )I " )Ms )t J)J!smuuJtiJL8J`r0%) HLߓr 쀐.`5rIHHd FHI ") .`5rHHd FHIة ")`t|RW::\ARPHHHHH ةHH F/ȩ "إJK+ (, (# ($ (AnpJJJܐܑJJ8J qJJn)JHoono LEJHoono q-\q cPHHHHH ة (Lpp!)B#pL@Ս#?`iJK xؠ`A2AOJKOLMBC%sopvntvHvmVJKVLM 7 C  *`ssLo{ttmiLMtv`ttrqHuHH FةLHH FةpPQPqPrPo Po=) 6pHH FL閩HH FؠPȩPi`>|^>zzz 쀐KHH Fآ "ح=) q "` X"Y` \"]`O btA6BCHHHCHH ةCJKDEAno h `A H HH`HH ةhLMA h `A# PR ȝ GNOȩ "ةA ѝ`Af UTUtk "ةfAL#AN NA `A cxBCnA Ԝ`A cyA Ԝ`ABCnA Ԝ`A N ȝ TA `A DEo A  `A 7 N ȝ G)PQ " UTUV "ة A  `A & PH`HH`HH ةhJK A `A HHHCHH ةCLM A `ABCnA =`ADEoA = 6`A cx TA = 6`A N ȝA =`A cyA =` Q`ADEoA Q g`A N ȝA Q`ABCnA o`AchcA F(@) @Ii mHHI D HH ! Fآ "إLM _ >opqm q04q_DbL9qq) L9 `ww I L\J LpMo7 )+HH FLHH Fآ "ؠ (p)o LL + " + " + "ةH)m`@BD@BDBB@BDBj{TdFB*~pșz`J蘐˘^0mNr-Ǘ 쀐 c@ "إPQ=) q H "`  HH F "إRS=)  q "` 쀐 c "إNO=) q  "`  c "إNO=) q  "`  c੔ "إNO=) q ੜ "`  c "إNO=) q  "` \X"Y` D\&]` LX&Y` T\&]`=)=`=) "`=)  "`HH F` 쀐  \t "` 쀐QHH F \t "` 쀐  <| "` 쀐QHH F FGPDEnpoq,An4 mnL)nn) L) `q`ww @ LRA LL + n " + " + "ة qm:D <uHH F  n " ` )L%+HH Fآ "ةHH HHH `1HH Fآ "ةHH HHH `EHH Fآ { "ةHH HHH `KP 6 # ť~ > ^nڤ>rqW@<~.ãD>".^Oء ԡpѠ\I(  Ɂ ȩFȩ` 쀐 ɁȩNȩ`  Ɂ8ȩPȩ`  ɁȩJȩ` 쀐 ɁPȩ Nȩ`  ɁРȩ Jȩ` 쀐HH F ة` "` 쀐HH F ЩF "` <)HH F ` "` 쀐 ׁ PZ "` 쀐 ׁ j "`g>RGdoˊmP k j `p P \ \ h \ L h  L L 8 0XH00 LH @\ `hhXH  h Pp \x xl  XxHx l l   t@d(80P80X(P`(php`h`P ` h`hhh`HX` H8(8(`   ` p0@@ (00 p8X`0H888`88`p00 8888pP` P X`0`00PH80 pXP88@`@ Hh0( P(P( p H`PH@P@ X8`P@HHHH X` p8H@h@P pPP ( 8((` H@P @ 0@X ((   H H 0H pH H H X Z p      H H 0X X x pXXp Hp 8  8 PH H X x H  X  H8 p8 H 8X(8 8 8 `H P X8 H  8 8p H X H 8X(8 H@   H H @X @X & 0 J ` hh XXHpz `   H H 0H  z  XH &      H H PX X  0 X(H      H  X p X   2  P  j  x H H X "  8  R  `  XX H       H H p  XX `  P P hL` P P xH HXXHxH HX P` X(HP XH00 P xxH HxXx(H H(XXxH XXHHX` `P ` @ XH x@H H@XpXhHHXxH pP x (X  h@p``p( Hp p( x( xHp x`@ xt HH(HHH``p( XXXX dpdppXph #'@x+X/h30h7;@h ?xCxGhuhyph}x @0PX`HpHHH0HHPXXPXX H @HpXXX!@H%p)H-`h1h5X9x=AhE0hIhM XQP XU XY x]Pxp@pHhU@HlUp`htht=E'c2d:\\dlairsmart,regular;pvcs;wp;tlib;_init _package_abbrev _call_packages _call_on_packages _parse_packages * _evaluate_packa_history_buf _history_bufC_history_buf_ d:  to move, to select, to exitABIN.S Xn_ di7@sCx-C d:\\dlair512 -b main.asm Motivetime Assembler v1.1m ar player 2's vars uld be hib=E'hXftx}Tgb=E'}zff2i=E'0?Bi=E'@diQEb=E'Ai#Eb=E'#Bi"n1E'=E'1Ci>zAE'=E'ADkU#b=E'Uwjo&b=E'oH0jmw&b=E'wIRjPo&b=E'KtjP&b=E'Mbk:#b=E'u@kj&b=E'PjH&b=E'Qjt ob=E'RllNBE'=E'l(|o&b=E'viq'b=E'8nOju#'b=E'#n l='b ?ێAގCEGHI"#$ +  x +  { + % ~ ,  .  ,  2 D ˜o X 4D ˜o a >D ˜o i FD Ęp MD Ƙr OD Ęp RD Șv U@ $@ Ԉ|@ ܈@@^P ,  䈨 fW@  1@  :@  @  @  ʃA  ԃ@  ރ  jN  sW ۄ„O ۄDŽX% ۄ ̄a0 ۄ фk: ۄ քvD@ gXL܄@ g]P@ gb T Kt2h K y:l K~Bp( bA mM wX  k3\P  k3a T  k3f)X   !́ !ׁ  ! ̂]I ̂fS@ @!@ @, @ @6@ O@ڀ4@ OE8À@ OJ<΀@ l@ x@ 򁃁@ x6p"@ }?t,@ ‚@  ւ ΂   ͂ ǂÂB z\B  󋅋gB qB Q1L$HB ׊ @ 8B ׊ E <   ȋ ԋ [GV:R2 $ߊϊ R J  'ߊϊ W* NB *|ڌB * B *B č即⍨B Q1Ȍ~fB Q1Čp\ +{ K+ +{ Z4 +{ k? * Ѝō *[G ֌ό +[G Ҍ̌B ~ n bB ~ rЉ eB ~ v hB ~ z kC ׊ ӊ Њ &a !  &a 1   &a A  'a P  )ߊϊ ۊ ؊B X ? 4B X N ; ~ e Z@  0܅!Å@  0܅&˅ @ 0܅+ԅ @ ΆĆ~n@ ΆɆv O @1݅ OE6 O J ; ㆹ نφ ㆹ ކԆ@  ΆL@@  ΆPF@   h@   w@   @ pM lC f6  ㆹ`-T  ㆹd6Z  5 )ڇ  5 -  5 1 #͇ {e w[ qN ]@}( ]I0 ] R8@ |'m ^@ |'rcA |'wh?`&Gh7Xy/P q5Vw.Op6Wx>_%Ts@a'HiF &3,MMn g -No=^$Ef (Gf|Xn #0=JWdq~ %2>/ESJVb,96a)d $1>KXer #/;GTan{bo| %2?LYfs&2>JVF&2>JVn^jvS`mzJ(4@Lttx{|}wz~dgknqgjnqtx0z3|7~:='*-03ʎ6ӎ9َ<ڎ>ADGJɔMӔV VPݔSA>&ƖȖʖ̖Ζ")bꒂw i~"p$&˓2J\*ғ:P^ē.ٓBV`|~%'ĕ)ȕ  1ؕ/ԕ-Е   X>Z?\B^E`GbI!."2"6#=#E#K#R#Y!`"d"h#o#’w#ƒ}$#ʒ#Β"%(+.0369<?C C%Ǐ%ɏ%h&jʐ-&kҐA&mڐU'p'–v'Ė|'Жp'Җ–v'ԖĖ|ҖԖ(+NP+ECH 8<(,OP,EDJ 9? 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