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"!$#&%('*),+.-0/21436587:9<;@>DBHFLJPNTRXV\Z??= <: 9 8 7 6 @@@?E?P?`?p??????????? @@@@@@@@@MMPPPPP6+19 DB 96+96+20 DB 96+96+21 DB 96+96+22 ;-------------------------------------- ; Throw a dagger control routines ; ----- - ------ ------- -------- ; Initialization, this routine starts a dagger if there is one free ; This routine was modifyed to cope with axes and fireballs ; IN ; -- ; A=Direction (BIT6=0 - Facing right 1 - Facing left) D_INIT STA ZPAGE_BYTE2 LDX WEAPON_TYPE BEQ DI_3ON ;3 daggers allowed DEX BEQ DI_2ON ;2 axes JMP DI_1ON ;1 fireball DI_3ON LDX #2*D_VAR_LEN LDA D_VARS+D_X_OFF+(2*D_VAR_LEN) BEQ DI_FREE DI_2ON LDX #1*D_VAR_LEN LDA D_VARS+D_X_OFF+(1*D_VAR_LEN) BEQ DI_FREE DI_1ON LDX #0*D_VAR_LEN LDA D_VARS+D_X_OFF+(0*D_VAR_LEN) BEQ DI_FREE RTS ; X holds offset of block to init. DI_FREE LDA WEAPON_TYPE STA D_VARS+D_TYP_OFF,X ;Store type in vars LDA #0 STA D_VARS+D_ANI_OFF,X ;Start at first anim ; Setup Y velocity LDA #<(-800) STA D_VARS+D_YSP_OFF,X LDA #>(-800) STA D_VARS+D_YSP_OFF+1,X ; Setup X velocitys and X,Y's LDA ZPAGE_BYTE2 AND #SDC_LEFT BEQ DI_GOING_RGT ; Going left ; Set velocity going left LDA #<0+(0-D_XSPEED) STA D_VARS+D_XSP_OFF,X LDA #>0+(0-D_XSPEED) STA D_VARS+D_XSP_OFF+1,X LDA ZPAGE_BYTE2 AND #SDC_DOWN BNE DI_CRAWLING_L ; Throw while standing up facing left LDA DIRK_X_ONSCR 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 left DI_CRAWLING_L LDA DIRK_X_ONSCR SEC SBC #18 BCS !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 JMP DI_XVXY_END ; Going right DI_GOING_RGT ; Setup X velocity for going right LDA #D_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 RTS 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*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# ]# ^#$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,$33 ;-------------------------------------- ; Lizard king ; ------ ---- LIZ_ON_TIME EQU 100 LIZARD_PROCESS LDA LIZARD_FLAG BEQ16 LP_NOT_ON ;Wait before bringing DEC LIZARD_FLAG ;another on. BNE LP_NOT_END ; Lizard has ended LDA FADE_PALETTE CLC ADC #4 LDX #4 LDY #4 JSR CHANGE_PAL ;Set sprite palette LDA SPR3_WIN2_R ;Reset back to normal STA SPR3_WIN2 ;sprite bank LDY #FLAG_OFF+1 LDA (LIZ_FCD_VARS),Y ORA #(FCD_SP1_BIT/256) ;Set death bit STA (LIZ_FCD_VARS),Y RTS LP_NOT_END LDA LIZARD_FLAG CMP #LIZ_ON_TIME-20 BEQ LP_EXPLODE ;Start lizard on explosions RTS ; Start lizard appear explosions LP_EXPLODE LDA #18 LDX #7 LDY #1 JSR CHANGE_PAL ; Start lizard king. SET16 ZPAGE_WORD2,FCD_LZ LDA #8 STA ZPAGE_BYTE1 ;Hit count LDA #ST_LZ STA ZPAGE_BYTE2 ;Sprite type JSR SI_39 ;Try to start FCD sprite. BNE LP_CANT_START LDA ZPAGE_WORD1 STA LIZ_FCD_VARS ;Store address of FCD vars LDA ZPAGE_WORD1+1 STA LIZ_FCD_VARS+1 LDA DIRK_Y SEC SBC #22 JSR SR_39 ;Start Lizard after waiting JSR LP_ST_SMOKE BNE LP_CANT_START ;Can't start smoke LDA DIRK_Y ;Start bottom smoke SEC SBC #44 JSR SR_39 JSR LP_ST_SMOKE BNE LP_CANT_START ;Can't start smoke LDA DIRK_Y ;Start top smoke SEC SBC #72 JSR SR_39 LP_CANT_START ; Change to correct sprite bank in window 2 LDA #23 STA SPR3_WIN2 ; Start lizard king fanfare LDY #31 JSR FX_TRIGGER LDY #32 JSR FX_TRIGGER LDY #33 JMP FX_TRIGGER ;and 'RTS' ; Lizard king is not on so check if he can be brought on LP_NOT_ON ; Don't bring on if no gold LDA PL_GOLD ORA PL_GOLD+1 ;Don't do gold bonus if no ORA PL_GOLD+2 ;gold. CMP #246 BNE !1 RTS !1 ; Check if allowed on at the current scroll position LDX SCR_NUM LDA LIZ_SCR_TABL,X STA ZPAGE_WORD1 ;Setup WORD1 as pointer to LDA LIZ_SCR_TABH,X ;ON/OFF data. STA ZPAGE_WORD1+1 LP_FLOOP LDY #0 LDA (ZPAGE_WORD1),Y STA ZPAGE_WORD2 INY ;WORD2 is ON x LDA (ZPAGE_WORD1),Y STA ZPAGE_WORD2+1 ORA ZPAGE_WORD2 CMP #$FF BNE LP_!END RTS LP_!END CMP16 ZPAGE_WORD2,SCROLL_XOFFSET BCS16 LP_FLOOP_NEXT LDY #2 LDA (ZPAGE_WORD1),Y STA ZPAGE_WORD2 INY ;WORD2 is OFF x LDA (ZPAGE_WORD1),Y STA ZPAGE_WORD2+1 CMP16 ZPAGE_WORD2,SCROLL_XOFFSET BCC LP_FLOOP_NEXT ; In range so bring lizard king on. JSR RND_A1 CMP #251 BCS LP_BO_S1 RTS LP_BO_S1 JSR RND_A1 CMP #18 BCC LP_BO_S2 RTS LP_BO_S2 ; Bring lizard king on. LDA #LIZ_ON_TIME STA LIZARD_FLAG ; Kill all other sprites LDX #MAX_FCD_UNITS SET16 ZPAGE_WORD1,SPR0 LDY #FLAG_OFF+1 LP_LP LDA (ZPAGE_WORD1),Y ORA #FCD_DEATH_BIT/256 STA (ZPAGE_WORD1),Y ADD16_8 ZPAGE_WORD1,FCD_VARS_LEN DEX BNE LP_LP RTS LP_FLOOP_NEXT ADD16_8 ZPAGE_WORD1,4 ;Move to next JMP LP_FLOOP LP_ST_SMOKE SET16 ZPAGE_WORD2,FCD_SMOKE LDA #200 STA ZPAGE_BYTE1 ;Hit count LDA #ST_NULL STA ZPAGE_BYTE2 ;Sprite type JMP SI_39 ;Start lizard appear smoke ;and 'RTS' LIZ_SCR_TABL DL LIZ_DUMMY DL LIZ_SCR1 DL LIZ_SCR2 DL LIZ_DUMMY DL LIZ_DUMMY DL LIZ_SCR5 DL LIZ_DUMMY DL LIZ_DUMMY DL LIZ_DUMMY LIZ_SCR_TABH DH LIZ_DUMMY DH LIZ_SCR1 DH LIZ_SCR2 DH LIZ_DUMMY DH LIZ_DUMMY DH LIZ_SCR5 DH LIZ_DUMMY DH LIZ_DUMMY DH LIZ_DUMMY ; Entrance hall ; Singe LIZ_SCR5 LIZ_SCR1 DW 0,980 DW $FFFF ; Mines LIZ_SCR2 DW 0,500 DW 1400,1500 DW $FFFF LIZ_DUMMY DW $FFFF B39_END IF B39_END>$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 104,9024+13 DW 136,9024+17 DW 144,9024+18 DW 152,9024+19 DW 184,9024+23 DW 192,9024+24 DW 200,9024+25 DW 232,9024+29 DW 240,9024+30 DW 248,9024+31 ; Gr #3 DW 512+152,8896+19 DW 512+160,8896+20 DW 512+168,8896+21 ; Gr #6 DW 1280+208,9984+26 DW 1280+216,9984+27 DW 1280+224,9984+28 DW 1280+232,9984+29 ; Gr #7 DW 1536+8,8960+1 DW 1536+16,8960+2 DW 1536+24,8960+3 DW 1536+32,8960+4 DW 1536+40,8960+5 DW 1536+72,8960+9 DW 1536+80,8960+10 DW 1536+88,8960+11 DW 1536+120,9024+15 DW 1536+128,9024+16 ; Gr #8 DW 1792+120,10048+15 DW 1792+128,10048+16 DW 1792+136,10048+17 DW 1792+168,10112+21 DW 1792+176,10112+22 DW 1792+184,10112+23 DW 1792+192,10112+24 DW 1792+200,10112+25 DW 1792+232,10112+29 DW 1792+240,10112+30 ; Gr #9 DW 2048+16,9088+2 DW 2048+24,9088+3 DW 2048+32,9088+4 DW 2048+40,9088+5 DW 2048+192,9024+24 DW 2048+200,9024+25 DW 2048+208,9024+26 DW 2048+216,9024+27 DW 2048+248,9024+31 ; Gr #10 DW 2304+0,10048+0 DW 2304+8,10048+1 DW 2304+16,10048+2 DW 2304+48,10048+6 DW 2304+56,10048+7 DW 2304+64,10048+8 DW 2304+72,10048+9 DW 2304+104,10048+13 DW 2304+112,10048+14 ; Gr #11 DW 2560+32,9024+4 DW 2560+40,9024+5 DW 2560+48,9024+6 DW 2560+80,9024+10 DW 2560+88,9024+11 DW 2560+200,9024+25 DW 2560+232,9024+29 DW 2560+240,9024+30 ; Gr DW $FFFF ;-------------------------------------- B32_END IF B32_END>$BFFF PRINTF "**** BANK $32 too long !! ****" ENDIF ; End of bank $32 ; --- -- ---- --- ;-------------------------------------- ; Start of bank $30/31 ; ----- -- ---- ------ ORG $130,$8000 MUSIC_BASE INCBIN "MUSIC.INC" FX_INIT EQU MUSIC_BASE+0 FX_TRIGGER1 EQU MUSIC_BASE+3 FX_PROCESS EQU MUSIC_BASE+6 MUSIC_TRIGGER EQU MUSIC_BASE+9 MUSIC_PROCESS EQU MUSIC_BASE+12 B30_END IF B30_END>$BFFF PRINTF "**** BANK $30 too long !! ****" ENDIF ; End of bank $30/$31 ; --- -- ---- ------- ;====================================== IF EPROM=99 SEND COMPUTER1 ENDIF IF EPROM=98 SEND MSDOS,"C:\PDSMAST\DLAIRFCS\EPROM\DL.PDS" ENDIF ; ------------------------------------------------------------- ; Print memory usage messages ; ----- ------ ----- -------- PRINTF "Bank $3F has %d bytes free",$FFFF-B3F_END PRINTF "Bank $3C/D has %d bytes free",$C000-B3D_END PRINTF "Bank $3A/B has %d bytes free",$C000-B3B_END PRINTF "Bank $39 has %d bytes free",$C000-B39_END PRINTF "Bank $38 has %d bytes free",$A000-B38_END PRINTF "Bank $37 has %d bytes free",$C000-B37_END PRINTF "Bank $36 has %d bytes free",$A000-B36_END PRINTF "Bank $34 has %d bytes free",$C000-B35_END PRINTF "Bank $32/3 has %d bytes free",$C000-B32_END PRINTF "Bank $30/1 has %d bytes free",$C000-B30_END END ; End of file: DLAIR.ASM ; --- -- ---- --------- ize LDA #2 STA ZPAGE_BYTE2 ;Ysize JSR DRAW_CHR_BLOCK ;Draw disc SET16 ZPAGE_WORD1,ATTRWALL0 JSR SI_SET_ATTR ;Set screen attributes JSR SET_PA ;Reset panel attributes JSR SET_S0 ;Set to screen 0 LDA #104 STA DIRK_X LDA #167 STA DIRK_Y LDX #0 STX ELEV_CNT ;Brick scroll position LDY #1 JMP INIT_SCR_END ; 1a) Normal screen INIT_STATIC INY LDA (ZPAGE_WORD10),Y ;Screen number JSR DRAW_SCREEN ;Draw normal screen LDY #2 LDA (ZPAGE_WORD10),Y STA ZPAGE_WORD1 ;Setup WORD1 as pointer INY ;to attribute map LDA (ZPAGE_WORD10),Y STA ZPAGE_WORD1+1 JSR SI_SET_ATTR ;Draw screen attributes JSR SET_S0 ;Set to screen 0 LDY #4 LDA (ZPAGE_WORD10),Y STA DIRK_Y LDA #12 STA DIRK_X LDY #5 JMP INIT_SCR_END ; 1b) Draw scrolling screen INIT_SCROLLING ; Setup screen height and Y offset to top of strip LDX SCR_NUM LDA IS_SCR_YS,X STA SCROLL_YS LDA IS_SCR_YOFF,X STA SCROLL_YOFF ; Find correct reset point and setup parms for Dirk start pos and screen ; draw. INY LDA (ZPAGE_WORD10),Y STA ZPAGE_WORD1 INY ;Setup WORD1 pointing LDA (ZPAGE_WORD10),Y ;at reset point STA ZPAGE_WORD1+1 ;table LDY #0 SI_FPOS_LOOP LDA (ZPAGE_WORD1),Y STA ZPAGE_WORD2 INY ;WORD2 is reset X LDA (ZPAGE_WORD1),Y STA ZPAGE_WORD2+1 CMP16 DIRK_X_DIE,ZPAGE_WORD2 ;Compare against how far Dirk ;got last go. BCC SI_POS_FOUND ;Exit if reset X is greater TYA CLC ADC #9-1 ;Move to next entry TAY JMP SI_FPOS_LOOP SI_POS_FOUND TYA SEC SBC #9+1 ;Move back to last entry TAY LDA (ZPAGE_WORD1),Y STA SCROLL_XOFFSET INY ;Setup Dirk's X position LDA (ZPAGE_WORD1),Y STA SCROLL_XOFFSET+1 L>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    !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQMRSTUVWXYZV[\U@V]^/WPQJ_>`abccdJ>PefSE DL 0 ENDIF DL 0 ;4- IF SINGE DL S5_TP_TAB ;5 - Singe ELSE DL 0 ENDIF DL S6_TP_TAB ;6 - Elevator DL S7_TP_TAB ;7 - Treasury SCR_TPTR_TABH DH S0_TP_TAB ;0 - Drawbridge IF HALL DH S1_TP_TAB ;1 - Entrance hall ELSE DH 0 ENDIF IF MINES DH S2_TP_TAB ;2 - Mines ELSE DH 0 ENDIF IF REAPER DH S3_TP_TAB ;3 - Grim reaper ELSE DH 0 ENDIF DH 0 ;4- IF SINGE DH S5_TP_TAB ;5 - Singe ELSE DH 0 ENDIF DH S6_TP_TAB ;6 - Elevator DH S7_TP_TAB ;7 - Treasury ;-------------------------------------- ; Include graphics source files ; ------- -------- ------ ----- INCLUDE "GR_SMAP1.SRC" ;-------------------------------------- ; Sprite Collision boxes ; ------ --------- ----- ; Table of pointers to collision boxes SDC_COL_PTRS_L DL SCOL_0 DL SCOL_1 DL SCOL_2 DL SCOL_3 DL SCOL_4 DL SCOL_5 DL SCOL_6 DL SCOL_7 DL SCOL_8 DL SCOL_9 DL SCOL_10 DL SCOL_11 DL SCOL_12 DL SCOL_13 DL SCOL_14 DL SCOL_15 DL SCOL_16 DL SCOL_17 DL SCOL_18 DL SCOL_19 DL SCOL_20 DL SCOL_21 DL SCOL_22 DL SCOL_23 DL SCOL_24 DL SCOL_25 DL SCOL_26 DL SCOL_27 DL SCOL_25 ;28 DL SCOL_26 ;29 DL SCOL_27 ;30 DL SCOL_31 DL SCOL_32 DL SCOL_33 DL SCOL_34 DL SCOL_35 DL SCOL_36 DL SCOL_37 DL SCOL_38 DL SCOL_39 DL SCOL_40 DL SCOL_41 DL SCOL_42 DL SCOL_43 DL SCOL_44 DL SCOL_45 DL SCOL_46 DL SCOL_47 SDC_COL_PTRS_H DH SCOL_0 DH SCOL_1 DH SCOL_2 DH SCOL_3 DH SCOL_4 DH SCOL_5 DH SCOL_6 DH SCOL_7 DH SCOL_8 DH SCOL_9 DH SCOL_10 DH SCOL_11 DH SCOL_12 DH SCOL_13 DH SCOL_14 DH SCOL_15 DH SCOL  !"#$%&'()*+,"#-./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:;<=>?     #"!&%$('*)-,+/.0143265798;:=@@`@pp pp0ppp@`` @`@   @@@@@@@@DA SCR_NUM CMP #6 BNE SF_NOT_6 ; Screen 6 (Elevator) LDA DIRK_FLAG AND #FCD_SEC_BIT ;Only check for exit if on BEQ SF_NOT_6 ;platform, else do normal bump ;into sides. LDA DIRK_X ;Test if walked off left CMP #L_EDGE ;or right edge of elevator BCC SF_OFF_ELEV CMP #R_EDGE BCS SF_OFF_ELEV RTS ; Walked off edge SF_OFF_ELEV LDX SCR_NUM_OLD ;Start correct screen LDA SF_ETABL,X STA ZPAGE_WORD1 LDA SF_ETABH,X ;Setup W1 as pointer to STA ZPAGE_WORD1+1 ;exit list LDY ELEV_ENUM ;Number of exit from elevator LDA (ZPAGE_WORD1),Y ;Screen to go to CMP #7 ;If new screen is treasury BEQ !1 ;don't update SCR_NUM_OLD so CMP #8 BEQ !1 STA SCR_NUM_OLD ;It's the same elev next time !1 STA SCR_NUM JMP SCR_E_END SF_ETABL DL SF_EL0 DL SF_EL1 DL SF_EL2 DL SF_EL3 DL SF_EL4 DL SF_EL5 DL SF_EL6 DL SF_EL7 SF_ETABH DH SF_EL0 DH SF_EL1 DH SF_EL2 DH SF_EL3 DH SF_EL4 DH SF_EL5 DH SF_EL6 DH SF_EL7 SF_EL0 ;Drawbridge SF_EL1 DB 1,2,0,7 ;Entrance hall SF_EL2 DB 1,2,3,7 ;Mines SF_EL3 DB 5,2,3,7 ;Grim reaper SF_EL4 ;Not implemented SF_EL5 ;Singe SF_EL6 ;Elevator SF_EL7 ;Treasury SF_NOT_6 ; Stop exit off left of screen LDA DIRK_X_ONSCR CMP #L_EDGE BCS SF_LOK LDA SCR_NUM ;Dirk exits on the left CMP #7 ;in the treasury BNE !1 LDA END_LEVEL_FLAG ;Exit from treasury BNE SF_LEVEL_END !1 LDA #L_EDGE+4 ;Put Dirk at left JSR SF_CEP SF_LOK SF_SCROLL LDA SCROLL_FLAG ;Is it a scrolling section BEQ SF_NOT_SCROLL LDA SCROLL_XOFFSET+1 ;Test if finished scrolling CMP SCROLL_LENGTH+1 ;(16 bit compare) BCC SF_END BNE !1 LDA SCROLL_XOFFSET CMP SCROLL_LENGTH BCC SF_END ; Scroll h>>>>>>>>>>>>>>>>>>>>>>>>>>>@A?@A?@A?@A?@A?@BBBBBBBBBBBB  !"#$%&'()*-./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:;<=>?@ABCDEFGHI)*J*K+*LMNOPQRSTUVWXYOZ[\]^_`abcdefghij`klmnopqrstuvwx./0123456789:;<=>?@ABCDEFGHIK,OPQRSTUVWXYOZ[\]^_)*J*K+*`abcdefghij`klmnopyyzyy{yyL*|*J}(*L~MNKJJK)K-*)+KL}|+KJ+K,L},*(-},-K,*L,-+K*MJ-)}(J-L+*L,L*)J*,+*)}+JJ|K,MJ-,-*)K-|**LK,K)K-*)L*+,+},-K,*L,-+K*L},MJ-KJJ)-+)*+*)|*LL)K},+JK)L*|*J}(*LMN}-|*-*J-L+},N+*,-*)-K,*,-,  !"#$%&'()*+,-./0123 456789:;<=>?@A BCD EFGH IJKKKKLM     ! "#"#$%&'()*+,+-,./)*0123456789:;<=>?<@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefgh  "#&')*    ! )*&'   ijklmnopqrstuvwxyz{|}~쁂  !"#$%&'('('()*+,!-./0'('('(123456789:;<=>?@((((((A'('('( B#$%&)*+,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{|}~zzzOL_S1 ;Scr 1 - Entrance Hall DH BG_COL_S2 ;Scr 2 - Mines DH BG_COL_S3 ;Scr 3 - Grim reaper DH 0 ;Scr 4 - DH BG_COL_S5 ;Scr 5 - Singe DH BG_COL_S6 ;Scr 6 - Elevator DH BG_COL_S7 ;Scr 7 - Treasury DH BG_COL_S8 ;Scr 8 - Dungeon ; Bonus collision data ; ----- --------- ---- BONUS_TABL DL BTAB_S0 DL BTAB_S1 DL BTAB_S2 DL BTAB_S3 DL 0 DL BTAB_S5 DL BTAB_S6 DL BTAB_S7 DL BTAB_S8 BONUS_TABH DH BTAB_S0 DH BTAB_S1 DH BTAB_S2 DH BTAB_S3 DH 0 DH BTAB_S5 DH BTAB_S6 DH BTAB_S7 DH BTAB_S8 INCLUDE "BG_COL.SRC" ;Background [^ P[vF Fu{NF%F= ~^ ?xuW70FFPFPj뻋^P[Fw~t^FW ^FFV }F^V^+ɉNvF Ft' RPvv"0N RPFP>ыN t->(+t+ >.+% uQ[^F?>2+t>W[;2+~1+FF2+;V};FwGP[FV׸ PWuvF FtF$0NPFPj>:+t <0tN00PV;F Ft, RPvv0N^159=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^\ bcdeU!1uU!uU 9UAQauEUeU159=AUeUUuUŐUUUUuiU!!!eqUUEEeUUUUeUUeeeUUuueUeUAQqu0 0 0 0  &6 '8( &6 '6& &6 '6& &6 ' *   000!!&8(6&0#sKQ3QvQI9IIrM6MtMH8HHS.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_insert`(_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 reachedN^{^v<^Can'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?  2:59 pm 2:59 pmBLEVEL=BTMPTMP?:/BBACKUP/brief/backupInvalid BBACKUP setting././/.;/brief/macrosBPATHInvalid BPATH setting.BFLAGS+F.   y  x    , p     ͸ոѳƵسԾĿٴڿ³ôųq-  \DDDDDDDĄDĠ`  `@ ة <(>)U y L  '@ J Y â .Ġ" " # P .Ģ ` é é à"  " #  `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 LLr}}}0 Lr}}䝷L#Ji0 0@LB  ee 3Lri0 L@  ee 3Lr---i-0T-S-@L_S-T----i-8 L"Lة `t(i)J+)+  U y @׮&' ȍ 8 t  㮩H âd .h `JNRV !#KPUZ/geeEe3̻"""UUUUUU UUUUUUUUUED3DD 0"  wU3wU3U3e___vUUU33LDi <: 3 @3`P`  ]-34J8 m :J8, m : J8H m: !L  `MVȱ`̓͂L,ȱ̓͂6 ` `dZ  i`iL|ȅL]o_eoo_oooxP 2k(2k(Lp@k(@k(>@k(hui}Tgabovebelowabove_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 - @x}ee@%e Search for: Pattern: Replacement: #####$$#$?$[$~$$$$Nyzqd^``(acabbaa#b_b`bab`ddd/\/\:/` ; ;.;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=+hxAA`l`Y^A1^^^*?.../ ((((( H 3P  +>111<>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 GU`Ycl]h,&] k(  tk(h]c:\dos1\am6502.exeorfix.cm`fȱiLȱȱlZ i`  eƆe`'('''i'(L'ȱ'̓͂+ȱ'ȱ'HHl Ii e''(L`nnBnBCB ȱBȱBCB8`ooDoDED ȱDȱDED8`ppFpFGF ȱFȱFGF8`qqHqHIH ȱHȱHIH8`HH ) c` c` L㩚HH c`6HH c`HH c`HH c`HH c`HH c`@HH c`|HH c`tHH c`HH c`HH c`2HH c`HH c`HH c`AIHHH)HH ةHpHHHH ةBCNOuAnov`  p ?حo HPoHHHHH ? JLAH@HHHH ةA` JLLABCnA` \LAH`HHHH ةA`  ` ? \LAHHH)HH ةA` \LA&HHHHH ةDEoA`   ? nLA cA` nLAHHHHH ةA`   ? nLA  c A`LA HpHH)HH ة A`LA H`HHHH ة A`  ` ?LA BCn A` LA  c A` LAHHHHH ةA` LAHHHHH ةA`   ? LLABCnA` LAH0HHHH ةA`  0 ? LAHHH)HH ةA` LA cA` LLABCnA` LAHHHHH ةA`   ? LA  cA`LA  cA`LAc[ !@Ii mHHI ; BC Y npqocA9Lq0a@q:HH9$6ބȄzpXPEd~FpC@  <JK c`  <LM c`HH c` 쀐 HHH ` 쀐 10ی 쀐 88 ?` 쀐d 8 ?` 쀐 4 ?`  H4 ?` < 4 ?` 쀐@ 4 ?` 쀰L L4 ?` 쀐 4 ?` 蠲 L4 ?`=) HH c | ?ح=)HH c ٩| ?ح``A5߅BCDEFG)Anopr(`r0%) HLmr 쀐.`5r0HHd cHI ?) .`5rHHd cHIة ?)`t|::ARPHHHHH ةjHH c/ȩ ?إJK+ , # $ AnpJJJܐܑJJ8J qJJn)JHoono =LӓJHoonoj =q-\q cPHHHHH ة Lpp!)B#pL!@Ս#?`JK ؠ`A6VBCHHHCHH ةJK]DEAno Ø `A H HH`HH ة+LMA Ø `A# PR # DNOȩ ?ةA `A N DNOp ?ةA `A! 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