************************************************************************* * ADR MENU * * -------- * * * * Coded by: SPACEMAN SPIFF * * * * * * Art by: BIOFEEDBACK * * * * * * Music by: * * * * * ************************************************************************* TBDR equ $fffffa21 ;TimerB Data Register TBCR equ $fffffa1b ;TimerB Control Register opt o+,w- YES equ 1 yes equ YES NO equ 0 no equ NO AUTORUN4=NO ;YES to use POV AUTORUN 4 (poke filename at $200 and exit) ;NO to run program from here ******* DOWNLOAD DEVELOPMENT SWITCHES ********************************* DOWNLOAD equ YES ifne DOWNLOAD include g:\down\sttx.s org $30000 exec_addr mycode ENDC ifeq DOWNLOAD ******************************* SECTION TEXT ******************************* *~~~~~~~~~~~~~~~~~~~~~~~ HERE GOES ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* ifeq AUTORUN4 begin bra start ds.l 100 ustack ds.l 1 ; filename has already been stored in $200 so we can now P_EXEC exec pea blank pea blank pea $200 clr.w -(sp) move.w #$4b,-(sp) trap #1 lea 16(sp),sp pea .reset ;always reset on return from prog move.w #$26,-(sp) trap #14 .reset move.l 4.w,-(sp) rts blank dc.l 0 ******************************************************************* start move.l 4(a7),a0 move.l #ustack,a7 move.l #start-begin+$100,-(a7) ;keep only EXEC routine move.l a0,-(a7) clr.w -(a7) move.w #$4a,-(a7) trap #1 lea 12(a7),a7 ENDC endc bsr clear_bss ifeq DOWNLOAD clr.l -(sp) move.w #$20,-(sp) trap #1 addq.l #6,sp move.l d0,old_stack endc move.b #$12,$fffffc02.w move.l $44e.w,screen_base movem.l $ffff8240.w,d0-d7 movem.l d0-d7,old_pal move.b $ffff8260.w,old_rez movem.l black,d0-d7 movem.l d0-d7,$ffff8240.w move.b $ffff8260.w,old_rez move.w #$25,-(sp) trap #14 addq.l #2,sp clr.b $ffff8260.w bsr print_titles bsr set_up_stars bsr set_up movem.l pic+2,d0-d7 movem.l d0-d7,$ffff8240.w ***** ***** Section1 menu 6 music ***** Ripped by MSD/POV ***** moveq #1,d0 jsr music bsr start_interrupts main_loop bsr set_screen bsr vsync ; move.w #$123,$ffff8240.w bsr scroll bsr bounce_adr bsr stars ; move.w pic+2,$ffff8240.w moveq #0,d0 move.b $fffffc02.w,d0 cmp.w #1,d0 ;escape? beq exit ;yes get out... cmp.w #$b,d0 ;0 key beq zero cmp.w #$70,d0 ;0 keypad beq zero check_keys lea key_codes,a5 .loop cmp.w #-1,(a5) ;end of table? beq.s main_loop ;yes cmp.w (a5)+,d0 ;is key one we want? beq.s load ;yes so load demo move.w (a5)+,d6 ;NO so get offset bra.s .loop ;check another key code load move.w (a5),d0 and.l #$f,d0 lea filename_table,a0 lsl.w #2,d0 ;multiply D0 by 4 (one long word) add.w d0,a0 move.l (a0),a1 ;get filename address *** now move filename into $200 for AUTORUN4 to find lea $200.w,a0 movem.l (a1),d0/d1/d2/d3 ;move 16 bytes movem.l d0-d3,(a0) ;into $200 bsr vsync move.w #$2700,sr jsr music+4 move.l old_120,$120.w move.l old_70,$70.w move.b olda07,$fffffa07.w move.b olda09,$fffffa09.w lea $ffff8800,a0 move.l #$8080000,(a0) move.l #$9090000,(a0) move.l #$a0a0000,(a0) movem.l old_pal,d0-d7 movem.l d0-d7,$ffff8240.w move.b old_rez,$ffff8260.w move.b #$8,$fffffc02.w move.w #$2300,sr move.l screen_base,d6 lsr.l #8,d6 lea $ffff8201.w,a6 movep.w d6,(a6) *** now check hertz and exit cleanly... tst.w hertz_switch ;has hertz been pressed? beq.s .hz50 ;no so it stays in 50Hz eor.b #2,$ffff820a.w ;yes so go 60Hz .hz50 move.b #8,$fffffc02.w ;mouse back on ifeq DOWNLOAD move.l old_stack,-(sp) move.w #$20,-(sp) trap #1 addq.l #6,sp endc ifeq DOWNLOAD ifeq AUTORUN4 bra exec ELSEIF clr.w -(sp) ;exit to desktop trap #1 ENDC endc zero tst.w zero_counter bne check_keys eor.w #$102,pic+2 ;show a hertz change eor.w #$ffff,hertz_switch ;toggle a check move.w #10,zero_counter ;delay in between hertz switches bra main_loop exit bsr vsync move.w #$2700,sr jsr music+4 move.l old_120,$120.w move.l old_70,$70.w move.b olda07,$fffffa07.w move.b olda09,$fffffa09.w lea $ffff8800,a0 move.l #$8080000,(a0) move.l #$9090000,(a0) move.l #$a0a0000,(a0) movem.l old_pal,d0-d7 movem.l d0-d7,$ffff8240.w move.b old_rez,$ffff8260.w move.b #$8,$fffffc02.w move.w #$2300,sr move.l screen_base,d6 lsr.l #8,d6 lea $ffff8201.w,a6 movep.w d6,(a6) ifeq DOWNLOAD move.l old_stack,-(sp) move.w #$20,-(sp) trap #1 addq.l #6,sp elseif move.l 4.w,a0 jmp (a0) endc clr.w -(sp) trap #1 *********************** Subroutines ************************************* DEPTH equ 32 scroll move.l scr_now,a1 lea 160*84(a1),a1 lea font_offsets,a2 ;font lookup table lea font,a3 ;font itself move.l scroll_pointer,a4 ;pointer into text move.l a4,a5 moveq #40,d5 ;40 words across screen move.w char_offset,d6 ;char offset is a toggle ;for bytes/words moveq #0,d4 next_char move.b (a5),d7 ;get a letter sub.b #32,d7 ;rid of ASCII ext.w d7 moveq #0,d0 move.l a3,a0 move.b (a2,d7),d0 ;find correct offset mulu #8*DEPTH,d0 ;8 bytes wide * DEPTH add.w d0,a0 ;add to font start move.w d6,d0 ;char offset lsl.w #5,d0 ;*DEPTH add.w d0,a0 ;we now point to character in A0 .column OFF set 0 REPT DEPTH move.b (a0)+,d3 move.b d3,OFF(a1) OFF set OFF+1*160 ;go down a line ENDR subq.w #1,d5 ;column value beq.s .finish ;last column then finish addq.w #1,a1 ;lower byte of word tst.w d4 beq.s .skip ;if D4=0 then do next byte add.w #6,a1 ;else goto next word on screen .skip not.w d4 addq.w #1,d6 ;character offset and.w #7,d6 bne .column addq.w #1,a5 ;scroll pointer tst.b (a5) ;is end of text? bpl next_char ;NO! lea scroll_text,a5 ;do reset scrolline bra next_char .finish addq.w #1,char_offset and.w #7,char_offset bne.s .end addq.w #1,a4 tst.b (a4) ;is scroll text end? bpl.s .end ;NO! lea scroll_text,a4 ;reset scroll text .end move.l a4,scroll_pointer rts DISTANCE_BETWEEN_BOBS equ 14 BOB_DEPTH equ 18 bounce_adr lea last_pos_tab,a4 moveq #0,d4 move.l scr_last,a3 lea 8(a3),a3 move.l a3,a5 move.w #9-1,d2 ;ADR bobs .cloop move.l a5,a3 move.w (a4)+,d1 add.w d1,a3 OFF_CLEAR set 0 rept BOB_DEPTH move.w d4,OFF_CLEAR(a3) move.w d4,OFF_CLEAR+8(a3) OFF_CLEAR set OFF_CLEAR+160 endr add.w #16,a5 add.w #2,d3 dbf d2,.cloop lea last_pos_tab,a4 lea sine_table,a6 ;start of sine table lea adr,a0 ;ADRENALIN graphics move.w sine_offset,d7 ;offset into sine table move.w d7,d6 ;stash this and.w #1023,d6 ;make from 0-1023 move.w 0(a6,d6.w),d5 ;get screen offset from sine table move.w d5,(a4)+ ;save present pos in sine tab for clearing move.l scr_now,a1 lea 8(a1),a1 move.l a1,a5 add.w d5,a1 move.w #9-1,d0 ;ADRENALIN=9 letters long .loop LINE_OFFSET set 0 rept BOB_DEPTH move.w (a0)+,LINE_OFFSET(a1) move.w (a0)+,LINE_OFFSET+8(a1) LINE_OFFSET set LINE_OFFSET+160 endr add.w #16,a5 ;2 words across screen for nxt letter move.l a5,a1 sub.w #DISTANCE_BETWEEN_BOBS,d7 move.w d7,d6 and.w #1023,d6 moveq #0,d2 move.w 0(a6,d6.w),d5 move.w d5,(a4)+ ;save present pos in sine tab for clearing add.l d5,a1 dbf d0,.loop add.w #2,sine_offset ;increase pointer within bob sine tab rts *************************************** * * * Nice random number routine by Boris * * * *************************************** random move.l seed,d0 mulu #$1afb,d0 add.l #$1fccd,d0 move.l d0,seed rts seed dc.l 53 *************************************** ;;;; this code was written to cope with 1 star per line in this case ;;;; I have made the stars area 78 lines long if you try to print more ;;;; it will screw up (you have been warned!!!) NO_STARS equ 77 (0-77=78) stars move.l scr_now,a4 move.l scr_last,a2 moveq #0,d7 ; Now used for fast clearing star. lea star_table,a0 move.w #NO_STARS-1,d6 ;number of stars .loop bsr do_stars addq.w #8,a0 dbf d6,.loop rts do_stars move.w 2(a0),d0 ;word offset moveq #0,d1 ; Make sure high word is clear for later. move.w 4(a0),d1 ;bit offset move.l a2,a1 add.w (a0),a1 ; Line offset. add.w d0,a1 ;add word offset move.l a4,a3 add.w (a0),a3 ; Line offset. add.w d0,a3 ;add word offset move.w d7,2(a3) ; Faster clear old star. ;calc new pos move.w 6(a0),d2 ;speed of shift ror.l d2,d1 ; 'Dot' might be shifted into ; high word so not lost! tst.w d1 ; 'Dot' shifted into next column? bne.s no_word ; No! swap d1 ; Yes, get back new 'dot' value. ;word overlap so add to next word addq.w #8,d0 ;goto next word cmp.w #160,d0 ;is word over screen width? blt.s .no ;NO!! move.w d7,2(a0) ; Clear word offset. move.w d1,4(a0) ;save star shift for next VBL rts .no move.w d0,2(a0) move.w d1,2+8(a1) move.w d1,4(a0) ;save star shift for next VBL rts no_word move.w d1,2(a1) move.w d1,4(a0) rts set_up_stars clr.w d5 lea star_table,a6 move.w #NO_STARS-1,d7 ;number of stars .loop move.w d5,(a6)+ ; Store line offset. add.w #(160*(78/NO_STARS)),d5 ; Next line offset. ;now get a RANDOM number for shifts,speed and line offset move.w #$11,-(sp) trap #14 addq.w #2,sp and.l #$7fff,d0 divu #160,d0 swap d0 ; Get number within width of screen. and.w #$f8,d0 ; Place on column boundary. move.w d0,(a6)+ ;word offset move.w #$11,-(sp) trap #14 addq.w #2,sp and.w #15,d0 move.w #$8000,d1 ror.w d0,d1 move.w d1,(a6)+ ;pixel shift move.w #$11,-(sp) trap #14 addq.w #2,sp and.w #7,d0 addq.w #1,d0 ; Make sure not stopped! move.w d0,(a6)+ ;speed dbf d7,.loop rts ************************************************************************* * NEW PRINT TITLES ROUT - NOW MASKS TO KEEP 16 COLOUR PIC * * * * Revision: 1.2 - now supports 6*6 font * * Date: 20/10/92 * * By: MSD * * * * More comments added to allow others to understand * * * ************************************************************************* * * Now is fully masking to give black line around letters. * * Here is a little option to allow you to print the titles in any colour * simply enable the planes you require.. * * If you disable them all the titles will be colour 0 ENABLE_PLANE1 equ NO ENABLE_PLANE2 equ YES ENABLE_PLANE3 equ NO ENABLE_PLANE4 equ NO COLOUR0 equ ENABLE_PLANE1+ENABLE_PLANE2+ENABLE_PLANE3+ENABLE_PLANE4 print_titles lea pic+34,a0 ;alter this to move the titles down the screen add.w #160*100,a0 move.l a0,a6 lea screen_titles,a1 lea screen_titles_font,a2 lea screen_titles_font+(80*6),a3 move.w #16-1,d0 ;max titles per menu .loop move.w #20-1,d6 ;40 across each line (I know it says 20 but it's 20 words) .loop2 moveq #0,d1 move.b (a1)+,d1 ;get ASCII char sub.w #32,d1 ;rid of ASCII mulu #6,d1 ;chars are 12 bytes each BYTE_OFF set 0 LINE_OFF set 0 REPT 6 move.b BYTE_OFF(a2,d1.w),d5 ;get char move.b BYTE_OFF(a3,d1.w),d3 ;get char mask IFEQ COLOUR0 not.b d5 ENDC IFEQ COLOUR0 move.b LINE_OFF+0(a0),d4 ;1st plane and.b d5,d4 move.b d4,LINE_OFF+0(a0) ;poke data back to scrn ELSE IFNE ENABLE_PLANE1 move.b LINE_OFF+0(a0),d4 ;1st plane and.b d3,d4 ;and mask with scrn data or.b d5,d4 ;or char data into mask move.b d4,LINE_OFF+0(a0) ;poke data back to scrn ENDC ENDC IFEQ COLOUR0 move.b LINE_OFF+2(a0),d4 ;2nd plane and.b d5,d4 move.b d4,LINE_OFF+2(a0) ELSE IFNE ENABLE_PLANE2 move.b LINE_OFF+2(a0),d4 ;2nd plane and.b d3,d4 ;use same mask calculated previously or.b d5,d4 move.b d4,LINE_OFF+2(a0) ENDC ENDC IFEQ COLOUR0 move.b LINE_OFF+4(a0),d4 ;3rd plane and.b d5,d4 move.b d4,LINE_OFF+4(a0) ELSE IFNE ENABLE_PLANE3 move.b LINE_OFF+4(a0),d4 ;3rd plane and.b d3,d4 or.b d5,d4 move.b d4,LINE_OFF+4(a0) ENDC ENDC IFEQ COLOUR0 move.b LINE_OFF+6(a0),d4 ;4th plane and.b d5,d4 move.b d4,LINE_OFF+6(a0) ELSE IFNE ENABLE_PLANE4 move.b LINE_OFF+6(a0),d4 ;4th plane and.b d3,d4 or.b d5,d4 move.b d4,LINE_OFF+6(a0) ENDC ENDC BYTE_OFF set BYTE_OFF+1 LINE_OFF set LINE_OFF+160 ENDR BYTE_OFF set 0 LINE_OFF set 0 moveq #0,d1 move.b (a1)+,d1 ;get ASCII char sub.w #32,d1 ;rid of ASCII mulu #6,d1 ;chars are 6 bytes each REPT 6 move.b BYTE_OFF(a2,d1.w),d5 move.b BYTE_OFF(a3,d1.w),d3 IFEQ COLOUR0 not.b d5 ENDC IFEQ COLOUR0 move.b LINE_OFF+1(a0),d4 ;1st plane and.b d5,d4 move.b d4,LINE_OFF+1(a0) ELSE IFNE ENABLE_PLANE1 move.b LINE_OFF+1(a0),d4 ;1st plane and.b d3,d4 or.b d5,d4 move.b d4,LINE_OFF+1(a0) ENDC ENDC IFEQ COLOUR0 move.b LINE_OFF+3(a0),d4 ;2nd and.b d5,d4 move.b d4,LINE_OFF+3(a0) ELSE IFNE ENABLE_PLANE2 move.b LINE_OFF+3(a0),d4 ;2nd and.b d3,d4 or.b d5,d4 move.b d4,LINE_OFF+3(a0) ENDC ENDC IFEQ COLOUR0 move.b LINE_OFF+5(a0),d4 ;3rd and.b d5,d4 move.b d4,LINE_OFF+5(a0) ELSE IFNE ENABLE_PLANE3 move.b LINE_OFF+5(a0),d4 ;3rd and.b d3,d4 or.b d5,d4 move.b d4,LINE_OFF+5(a0) ENDC ENDC IFEQ COLOUR0 move.b LINE_OFF+7(a0),d4 ;4th and.b d5,d4 move.b d4,LINE_OFF+7(a0) ELSE IFNE ENABLE_PLANE4 move.b LINE_OFF+7(a0),d4 ;4th and.b d3,d4 or.b d5,d4 move.b d4,LINE_OFF+7(a0) ENDC ENDC BYTE_OFF set BYTE_OFF+1 LINE_OFF set LINE_OFF+160 ENDR lea 8(a0),a0 dbf d6,.loop2 lea 160*6(a6),a6 move.l a6,a0 dbf d0,.loop rts set_up move.l #screens,d0 clr.b d0 move.l d0,scr_now move.l d0,d1 add.l #32000,d1 eor.l d0,d1 move.l d1,scr_xor move.w #160*150,d0 ;set up initial bounce clear lea last_pos_tab,a1 move.w d0,(a1)+ move.w d0,(a1)+ move.w d0,(a1)+ move.w d0,(a1)+ move.w d0,(a1)+ move.w d0,(a1)+ move.w d0,(a1)+ move.w d0,(a1)+ move.w d0,(a1)+ lea pic+34,a0 move.l scr_now,a1 move.l a1,a2 add.l #32000,a2 move.w #32000/4-1,d0 sho move.l (a0),(a1)+ move.l (a0)+,(a2)+ dbf d0,sho set_screen move.l scr_now,d6 move.l d6,scr_last move.l scr_xor,d7 eor.l d7,d6 move.l d6,scr_now lsr.l #8,d6 lea $ffff8201.w,a6 movep.w d6,(a6) rts vsync move.w #-1,vsync_flag .sync tst.w vsync_flag bne.s .sync rts clear_bss lea bss_start,a0 .clear clr.l (a0)+ cmp.l #bss_end,a0 blt.s .clear rts ****************************** interrupts ******************************* new_vbl clr.b TBCR.w move.l #timerb,$120.w move.b #1,TBDR.w move.l #rasters+2,raster_pos move.w rasters,$ffff8242.w move.w #77,raster_offset move.w rasters,raster_ move.l #lower_colours,lower_pos move.b #8,TBCR.w clr.w vsync_flag movem.l d0-a6,-(sp) bsr music+8 movem.l (sp)+,d0-a6 rte timerb clr.b TBCR.w move.w #0,$ffff8242.w raster_ equ *-4 tst.w raster_offset bne.s .no_reset move.w pic+4,$ffff8242.w move.b #4,TBDR.w move.l #timerb_part2_set,$120.w move.b #8,TBCR.w rte .no_reset movem.l d0/a0,-(sp) move.l raster_pos,a0 move.w (a0)+,raster_ move.l a0,raster_pos sub.w #1,raster_offset movem.l (sp)+,d0/a0 move.b #8,TBCR.w rte timerb_part2_set clr.b TBCR.w move.l #timerb_part2,$120.w move.b #2,TBDR.w move.l #scroller_rasters,raster_pos move.w #17,raster_offset move.b #8,TBCR.w rte timerb_part2 clr.b TBCR.w move.l a0,-(sp) move.l raster_pos,a0 move.w (a0)+,$ffff8242.w move.l a0,raster_pos move.l (sp)+,a0 sub.w #1,raster_offset beq.s .set_timerb3 move.b #8,TBCR.w rte .set_timerb3 move.l #timerb_part3,$120.w move.b #1,TBDR.w move.b #8,TBCR.w rte timerb_part3 move.l a0,-(sp) move.l lower_pos,a0 move.l rasters-lower_colours-4(a0),$ffff8244.w move.l rasters-lower_colours-4(a0),$ffff8244+16.w move.w (a0),$ffff8242.w move.w (a0)+,$ffff8242+16.w move.l a0,lower_pos move.l (sp)+,a0 rte start_interrupts move.w #$2700,sr move.l $70.w,old_70 move.l $120.w,old_120 move.b $fffffa07.w,olda07 move.b $fffffa09.w,olda09 andi.b #$df,$fffffa09.w andi.b #$fe,$fffffa07.w move.l #new_vbl,$70.w move.l #timerb,$120.w or.b #1,$fffffa07.w ori.b #1,$fffffa13.w clr.b $fffffa09.w bclr #3,$fffffa17.w ;enable auto A-INTERRUPT IN SERVICE clear move.w #$2300,sr rts ifeq DOWNLOAD ******************************* SECTION DATA ******************************* endc pic incbin e:\adr\adr30\pic.pi1 music incbin e:\adr\adr30\section1.mus raster_offset dc.w 0 raster_pos dc.l rasters rasters dc.w $200,$a00,$300,$b00,$400,$c00,$500,$d00 dc.w $600,$e00,$700,$f00,$f80,$f10,$f90,$f20 dc.w $fa0,$f30,$fb0,$f40,$fc0,$f50,$fd0,$f60 dc.w $fe0,$f70,$ff0,$7f8,$ef1,$6f9,$df2,$5fa dc.w $cf3,$4fb,$bf4,$3fc,$af5,$2fd,$9f6,$1fe dc.w $8f7,$0ff,$07f,$0ef,$06f,$0df,$05f,$0cf dc.w $04f,$0bf,$03f,$0af,$02f,$09f,$01f,$08f dc.w $00f,$80f,$10f,$90f,$20f,$a0f,$30f,$b0f dc.w $40f,$c0f,$50f,$d0f,$60f,$e0f,$70f,$f0f dc.w $f07,$f0e,$f06,$f0d,$f05 scroller_rasters dc.w $001,$012,$023,$034,$045,$056,$067,$0ff dc.w $0ff,$067,$056,$045,$034,$023,$012,$001 lower_pos dc.l lower_colours lower_colours dc.w $008,$001,$009,$002,$00a,$003,$00b,$004,$00c,$005,$00d,$006,$00e,$007,$00f,$80f dc.w $10f,$90f,$20f,$a0f,$30f,$b0f,$40f,$c0f,$50f,$d0f,$60f,$e0f,$70f,$f0f,$f07,$f0e dc.w $f06,$f0d,$f05,$f0c,$f04,$f0b,$f03,$f0a,$f02,$f09,$f01,$f08,$f00,$f80,$f10,$f90 dc.w $f20,$fa0,$f30,$fb0,$f40,$fc0,$f50,$fd0,$f60,$fe0,$f70,$ff0,$770,$ee0,$660,$dd0 dc.w $550,$cc0,$448,$bb1,$339,$2a2,$a2a,$393,$b1b,$484,$c0c,$505,$d0d,$606,$e0e,$707 dc.w $717,$727,$737 scroll_pointer dc.l scroll_text scroll_text dc.b " ADRENALIN COMPACT DISK 30. " DC.B "CREDITS FOR THIS DISK ARE AS FOLLOWS.... CODING BY SPACEMAN SPIFF, " DC.B " GRAFIX BY BIOFEEDBACK, MUSIC BY ?? OF THK, " dc.b " GREETINGS TO " DC.B "ANIMAL MINE, " DC.B "ADMIRABLES, " DC.B "ANTHRAX, " DC.B "BREAKPOINT SOFTWARE, " DC.B "CYNIX, " DC.B "CRACKDOWN (ESP. INSPIRAL), " DC.B "CHRIS H (YORK), " DC.B "CHRIS H (MID GLAM), " DC.B "CHRIS H (STAFFS), " DC.B "D-BUG, " DC.B "ELITE, " DC.B "THE EDGE, " DC.B "(E) TRIPPER, " DC.B "FUZION, " DC.B "HOTLINE (ESP. SIDEWINDER), " DC.B "KGB, " DC.B "MAD VISION, " DC.B "MUG U.K., " DC.B "MICRO MANIAC, " DC.B "PERSISTENCE OF VISION (ESP. MAC SYS DATA AND BORIS), " DC.B "POMPEY PIRATES, " DC.B "PULSION, " DC.B "PURE ENERGY, " DC.B "REPLICANTS, " DC.B "RIPPED OFF (ESP. STICK AND BILBO), " DC.B "RED LICHTIE, " DC.B "SYNDICATE, " DC.B "SUPERIOR, " DC.B "SPECIAL FX, " DC.B "SAFARI (ESP. PANTHER AND RHINO), " DC.B "SCANZ, " DC.B "SONIC, " DC.B "TIM, " DC.B "UNTOUCHABLES (ESP. MAT) AND " DC.B "WILD! (ESP. SNAZ) " DC.B " " DC.B " " dc.b $ff even font dcb.b DEPTH*8,0 dc.l $00071F1F,$7F7F7F7F,$7F7F7F7F,$7F7F7F7F,$7F7F7F7F,$7F7F7F7F,$7F7F7F7F,$7F7F7F00 dc.l $7FFFFFFF,-1,-1,-1,-1,-1,-1,$FFFFFF00 DC.L -1,-1,$FFFEFEFE,-1,-1,$FFFEFEFE,$FEFEFEFE,$FEFEFE00 DC.L -1,-1,$FF000000,-1,-1,$FF000000,0,0 DC.L -1,-1,$FF000000,-1,-1,$FF000000,0,0 DC.L -1,-1,$FF7F7F7F,-1,-1,$FF7F7F7F,$7F7F7F7F,$7F7F7F00 DC.L $FEFFFFFF,-1,-1,-1,-1,-1,-1,$FFFFFF00 DC.L $00E0F8F8,$FEFEFEFE,$FEFEFEFE,$FEFEFEFE,$FEFEFEFE,$FEFEFEFE,$FEFEFEFE,$FEFEFE00 DC.L $7F7F7F7F,$7F7F7F7F,$7F7F7F7F,$7F7F7F7F,$7F7F7F7F,$7F7F7F7F,$7F7F7F7F,$7F7F7F00 DC.L -1,-1,-1,-1,-1,-1,-1,$FFFFFF00 DC.L -1,-1,$FFF8F8FF,-1,-1,$F8F8FFFF,-1,$FFFFFF00 DC.L -1,-1,$FF0000FF,-1,-1,$0000FFFF,-1,$FFFFFF00 DC.L -1,-1,$FF0000FF,-1,-1,$0000FFFF,-1,$FFFFFF00 DC.L -1,-1,$FF1F1FFF,-1,-1,$1F1FFFFF,-1,$FFFFFF00 DC.L $FEFFFFFF,-1,-1,-1,-1,-1,-1,$FFFFFE00 DC.L $00E0F8F8,$FEFEFEFE,$FEFEFEFE,$F8F8E0E0,$F8F8FEFE,$FEFEFEFE,$FEFEFEF8,$F8E00000 DC.L 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" # $ % & ' ( ) * + , - . / dc.b 0,46,48,00,00,00,00,48,41,42,44,00,27,43,28,45 ; 0 1 2 3 4 5 6 7 8 9 : ; < = > ? @ dc.b 31,32,33,34,35,36,37,38,39,40,30,29,00,00,00,47,00 ; A B C D E F G H I J K L M N O P Q dc.b 01,02,03,04,05,06,07,08,09,10,11,12,13,14,15,16,17 ; R S T U V W X Y Z [ \ ] ^ _ ` a b c dc.b 18,19,20,21,22,23,24,25,26,41,00,42,00,00,48,01,02,03 ; d e f g h i j k l m n o p q r s t u dc.b 04,05,06,07,08,09,10,11,12,13,14,15,16,17,18,19,20,21 ; v w x y z dc.b 22,23,24,25,26 even adr incbin e:\adr\adr30\adr.dat sine_table incbin e:\adr\adr30\sine.tab *** star table is made up in the following way.. * * word: line offset for screen * word: word off on line * word: dot shift * word: speed dot moves star_table REPT NO_STARS dcb.w 4 ENDR screen_titles ;TITLES AS THEY WILL APPEAR ON THE MENU........ (MAX 40 CHARS) ; ------1234567890123456789012345678901234567890------ dc.b " " dc.b " " dc.b " " dc.b " " dc.b " ADRENALIN 30 " dc.b " " dc.b " 1: ISHAR - LEGEND OF THE " dc.b " 2: ISHAR CHARACTER EDITOR " dc.b " 3: ISHAR DOCS " dc.b " 4: ESCAPADE DOCS " dc.b " 5: PIC SWITCH DOCS " dc.b " 6: A320 AIRBUS DOCS " dc.b " 7: ALCATRAZ DOCS " dc.b " 8: SENSIBLE SOCCER DOCS " dc.b " " dc.b " 0: 50/60 HZ " even screen_titles_font incbin e:\adr\adr30\6x6_font.dat even key_codes ;comment out keys you don't want to use dc.w 2,0 ;key 1 dc.w 3,1 ;key 2 dc.w 4,2 ;key 3 dc.w 5,3 ;key 4 dc.w 6,4 ;key 5 dc.w 7,5 ;key 6 dc.w 8,6 ;key 7 dc.w 9,7 ;key 8 ; dc.w 10,8 ;key 9 dc.w $6d,0 ;keypad 1 dc.w $6e,1 ;keypad 2 dc.w $6f,2 ;keypad 3 dc.w $6a,3 ;keypad 4 dc.w $6b,4 ;keypad 5 dc.w $6c,5 ;keypad 6 dc.w $67,6 ;keypad 7 dc.w $68,7 ;keypad 8 ; dc.w $69,8 ;keypad 9 dc.w -1 ;end of table even filename_table dc.l filename1 dc.l filename2 dc.l filename3 dc.l filename4 dc.l filename5 dc.l filename6 dc.l filename7 dc.l filename8 ; dc.l filename9 **** If using POV AUTORUN and you wish to exit to the desktop simply **** start the filename off with $$ **** filename1 dc.b "ISHAR.ADR",0 even filename2 dc.b "$$ISHAR_CE.PRG",0 even filename3 dc.b "\DOCS\1.ADR",0 even filename4 dc.b "\DOCS\2.ADR",0 even filename5 dc.b "\DOCS\3.ADR",0 even filename6 dc.b "\DOCS\4.ADR",0 even filename7 dc.b "\DOCS\5.ADR",0 even filename8 dc.b "\DOCS\6.ADR",0 even ;filename9 dc.b "",0 ; even ifeq DOWNLOAD ******************************* SECTION BSS ******************************* endc bss_start hertz_switch ds.w 1 zero_counter ds.w 1 old_stack ds.l 1 screen_base ds.l 1 old_pal ds.w 16 old_70 ds.l 1 old_120 ds.l 1 vsync_flag ds.w 1 old_rez ds.b 1 olda07 ds.b 1 olda09 ds.b 1 even char_offset ds.w 1 sine_offset ds.w 1 black ds.w 16 last_pos ds.w 1 last_pos_tab ;9 letters in ADR ds.w 10 ;look up for clearing ADR bobs scr_now ds.l 1 scr_xor ds.l 1 scr_last ds.l 1 ds.b 256 screens ds.b 32000 ds.b 32000 bss_end IFNE DOWNLOAD myend CODE_LENGTH equ myend-mycode ENDC