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TS  W HD ,x @`P $ !@A` H¶[*C Nb"bi#0  Pd!HB/u "%Ya }| @ʹpe)1T0nd $I Ihdf` XH@p!fď I.\3$` /4Pf$A|y@3 <@c+05 2ȔZV*Zr" 0(;$ct  @ @ u `Ȁ"@` PpAAP U"0 F  0I p1dP0T1A@80H1dx@8  ÀD0PFH(@h 0t6`$_7l '`킿 Lb4E [I#hUPf,;`A@"@oA4! !P z@`[19Ax!@PH)^A "@ @W T 5 #! @~(l $ ha)ԡД(9@" y@(` @@h D@!+ @@( x L+Q`b\D/ (b?r"u!  $+AI0..NC (  8!:2?>?\1`o o(4 @.` @@(  O6rPh4 @D @Aƒ  @@  @ @!ޤ D8JY^@8@ CKC N..1\@\+0c"D˸ J/3p`I(q$h$ $7 X(DE?8UC@P3&zA`p1aiKKS" (9PEpehe [`M!`S"_3tqu QAy9@p3#BDlYp[ #p~Ô 1?IÙp88BBG^0BBO L 7ĵͯ?P  @ہc !m<@ (S^aCH8$/ `ppg¿^0 <@z*6-|/xB@K` ŹHo7@B @K@@$8@Z+s H  "͈Z6 LGD8 iH@˰ 1BA7IIgB$0`x @ǁ!!F  p (HV"Jp {H@օ`09 i@GC3c`V$HvH zA^`9>$7eWQ6.0@lmgĐe55;e\uCZ,~s O\b7@dTjA H ,_e$ f6A(d!f͆aH`~W<ġ?@#73m67H0b !;G)?(鐠a+ס(@;Y\7?Hqn< *xI$g h!<Cb` D!>@A,6| 0< 18`@ߙ1  X=)808A8( 00$$@wY0D8"ƀH0 `8OpĒ 1 AaUE V(P  @@ xz.  t(..  tCHAIN1 S 0t NCHAIN2 S qt QCHAIN5 S ;t X<MISSION PI1 Xt uB}POIROT PRG]t k[SPAZ1 PI1ct "}WAVES1 PI1 ht B}CE PRG|t ZCHAIN1 PRGt KwCHAIN2 PRGt M3CHAIN5 PRGSt Os. 4 t).. 4 tBELGIUM PRG;t *CANTICL2PRG@t /|CANTICLEPRGDt 5COLOURS PRGGt : DAFTTUNEPRGIt =ITUNES DOCLt BUNFIN PRGOt DLIANE PRG*t /@NOTE ASCt 6&NOTES2 ASCt `*O*m - ЭЭ" Ҁ.A// ??<JNA B?< NA\A  #|/?< NA\?</<?<1NA9 d$y69*!SCjb### # # 8# # $fE6*"*!Bg "R ja g "j j atg "j jag "j ja#3Nu (C) G.WHEATON. 45 GOLDRILL AVE BOLTON. LANCS, U.K. r 2  X Vz    ~  V      Vz   " F  >R ^   8 n  V ^   8 n  8  ^  8 ^ ^   8 n  8V  ^ V  n  V   8V     8V n  8    8    8    8 @    0") HHAEHA|fBQ"S)f#A#Ai3AXQ)<fR)Nu`~FZ">HRZbjhtHFFFFFFFFFFFM|@@ vNR)  B@) 1NuR)` 9 g4r)|m22)i2)imDAin2)i3ANuDi`R) in3iNu )Nur)| md| ]i in3|`HT) iAn3i`|`"iPNu|2Nu|NuR)Nu|`R99AA3{Nu`H0J)f|(Nu i n3iNuR99AA3{Nu`H9 |Nu                           G WHEATON   D   D  Dy@@@@H@@ @D@@D@@ @D@l@X@DD@@@@@@E?AA?`@E@@@@`C@    .`   .0l  l yy y y [ y y y [`[y y y [`[ l  l l  l    ` y 0 222d  d  d  d0@  @  @  @`@     000`[`y@ @ll@@@d@`[`<@QHQl`y@ @D D@@Z&  X@jZ$@`^*O*m - ЭЭ" Ҁ.A// ??<JNA B?< NA\A  #|/?< NA\?</<?<1NA~9d$y69*!SCjl#2#j# # # (# # # $NfE6*"*!Bg "R ja4g "j j a"tg "j jag "j ja#3QNu (C) G.WHEATON. 45 GOLDRILL AVE BOLTON. LANCS, U.K.  j   j   j   j   .j  _ j   j  ?  2   .jR           j&   j> B _ jR ~  j ~     ? j2   .jR   jj   j    j   j  2j *  j*   j   j  0") HHAEHA|fBQ"S)f#A#Ai3AXQ)<fR)Nu`^Zn@\jzz\ ZZM@@ vNR)  B@) 1NuR)` 9g2r)|m.2)i2)imDAin2)i3ANuDi`3iNuT) in3iNuS) )Nur)| mX| ]i in3|`d `z*O*m - ЭЭ" Ҁ.A// ??<JNA B?< NA\A  #|/?< NA\?</<?<1NAy X$y69*!SCjh#:#*# ^# # # H# $f EBy6*"*!Bg "R jag "j j atg "j jag "j ja#3Nu (C) G.WHEATON. 45 GOLDRILL AVE BOLTON. LANCS, U.K. catty, ratty, doggy, piggy. she got legs right up to her fanny.  HV: ^ ~  HV* ~ ^  H * V ^ j  H ~* ^ ~  H V* j ^  H ~* ^ ~  H * ^  H ~* ^ ~  H2* B ^  H * . ^  H ~* V ^ j  H: ^ ~  : ^ ~  H*V ^2 0") HHAEHA|fBQ"S)fBy8#A#Ai3AXQ)<fR)Nu`^0H &<`ntM6@@ vNR)  B@) 1NuR)` 9 g2r)| m&2)i2)imDAin2)i3ANuDi`T) in3iNu )Nur)| m | QiNuX) iAn3i`2aj  "N29XAiNu|2Nu|NuR)Nu9P:dS)`R9^9^AA3{Nu`H0 )m`Z(6$     canticle.prg & canticl2.prg o-O-o Both run as vbls in slot 2. If included in an auto folder or 'launched' from your program the tunes can be disabled by.... CLR.L $4CE+4 ; make silence ;waitvbl, then... move.l #$8000000,$ff8800 move.l #$9000000,$ff8800 move.l #$a000000,$ff8800 Obviously, if you wish to re-enable you must... MOVE.L $4CE+4,TUNE beforehand. and... MOVE.L TUNE,$4CE+4 to restart. If your prog installs a new vbl then non of the above will be relevent. The tunes can also be 'run' by.... MOVE.L $4CE+4,A0 and JSR (A0) every 50th of a second. (no registers are saved by the tunes, so you must do this yourself, if required.) All this for the benefit of.... *-*-*-*-* All those who seem not to know. Those who want to know. Those who don't want to know, but must Those who think they know. The Tommyknockers. (konig) The Happenin' Boiz. (lpoke $4ce+4,0) Those who face the dilemma. *-*-*-*-* Them as knows, knows and them as thinks they knows, knows nowt. Keep on rockin' in the free world. GOTH. `X*O*m - ЭЭ" Ҁ.A// ??<JNA B?< NA\A  #|/?< NA\?</<?<1NA$y69*!SCjb#F#6#j# # # `# $ZfE6*"*!Bg "R jaXg "j j aFtg "j ja2g "j ja #3Nu (C) G.WHEATON. 45 GOLDRILL AVE BOLTON. LANCS, U.K. b ` L6 j $  ` l6 j l  ` 6 Lj   `6 8j 8  `\6j  ` 6 4j   `6 j 8  ` 6 4j   `6 8j 8  `68j  ` 6 Pj   ` 6 Xj $  ` 6 @j $ 0") HHAEHA|fBQ"S)f#A#Ai3AXQ)<fR)Nu`~66Nj>M@@ vNR)  B@) 1NuR)` 9 g2r)| m&2)i2)imDAin2)i3ANuDi`T) in3iNu )Nur)| m | QiNuT) iAn3i`2aj  "N )mSiNu|2Nu|NuR)Nu9PdS)`R99AA3{Nu`H0 )m`>Nu|T)R99AA3{NulH6-T)`             G WHEATON  0 ;l y y         `6 <@H < @ Q H QV` Q V l l y y y     l/``0`0' `0` '    0     ` `@` 0yrn` `` 0yrn X D  X    @  ```4`0@ ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ``            2X   2  Z$ X<jZ,6. X tI.. X t1930 PRGlt JANTHEM21PRG8t _ DURAN_17PRGBt bBELGIUM PRGxt mLOVE_22 PRGLt iNOTE ASCt 4&CHUCKNEWPRGt NOTE2 ASCt HUKNEWWS t UESKTOP INFt IMI_18BS t %>WOMBLE PRGt OMBLE S t 9OMBLES S t IYOUNG2 PRGt OUNG2 S t BOUNGG2 S t G` *O*m - ЭЭ" Ҁ.A// ??<JNA B?< NA\#BF#/9?< NA\/</<(?<1NAHAJgL$yH69L*!SCjX###L#v#"# $nfEN6*"*!Bg "R jaFg "j j a4tg "j ja g "j ja#H3LLNuA|## # ##LNuFA|## # LNuLNu (C) G.WHEATON. 45 GOLDRILL AVE BOLTON. LANCS, U.K. G.W. 1989. *v   *L"   *Lv ^ b .Lv J  *Lv  b Lv *  &Lv ^  Lv ^  L0") HHAEHA|fBQ"S)f#A#Ai3AXQ)<fR)Nu`~ VVVlM@@ vNR)  B@) 1Nu 9g@ )m8)f.i2)i2)imDAin2)i3ANuDi` in3i`Y) )Nu in3iNuNuR) in3iNu|ANu )mSiNu )mTiNu|`R)NuR99AA3{NulQ@R99AA3{Nu Nu        2   G WHEATON           4 (   ` `dl0l20 202 l20 20 X 20  20 2 l2020 X         ` `  ```` l@l@( @l@D(D  @ @@ @2282 @ @22lDTl         dddd@  @  @  @  @    K2    2~ 2  `        @ @   @ @@@ l@l@( @l@D(D @@@@B" @ XjR * Aug 3 1989 **** Budgie UK * Basic CHAIN routine CHAIN1.S * vertical slot used is $4de *------------------------------------------** * reallocate unused memory to Gemdos m_shrink MOVEA.L A7,A5 save stack pointer move.l #stack,A7 set up local stack MOVEA.L 4(A5),A5 basepage address i.i. program start MOVE.L 12(A5),D0 get length of text (the code) ADD.L 20(A5),D0 add length of defined data (DC.W...) ADD.L 28(A5),D0 add length of BSS reserved space (DS.W...) ADDI.L #256,D0 add basepage length MOVE.L D0,-(A7) total memory required MOVE.L A5,-(A7) program start address CLR.W -(A7) junk word MOVE.W #$4A,-(A7) SETBLOCK command TRAP #1 LEA $0C(A7),A7 bra over name1 dc.b "a:\tunes_1\anth*.prg",0 v/b music name2 dc.b "a:\budgie.med\per*.prg",0 even over move.w #4,-(sp) get resolution trap #14 addq.l #2,sp move.w d0,oldrez and save it dc.w $a000 dc.w $a00a * call and execute next program move.l #environment,-(sp) call program one move.l #environment,-(sp) pea name1 move.w #0,-(sp) chain this routine move.w #$4b,-(sp) execute it trap #1 adda.l #$10,sp getkey move.w #$07,-(sp) trap #1 addq.l #2,sp andi.w #$df,d0 * if we ever come back here, call next one! cont move.w #1,-(sp) move.l #-1,-(sp) move.l #-1,-(sp) move.w #5,-(sp) trap #14 add.l #12,sp move.l #environment,-(sp) call program two move.l #environment,-(sp) pea name2 move.w #0,-(sp) chain this routine move.w #$4b,-(sp) execute it trap #1 adda.l #$10,sp * if we ever come back here, resume with this loader quit move.w oldrez,-(sp) old resolution back move.l #-1,-(sp) move.l #-1,-(sp) move.w #5,-(sp) trap #14 add.l #12,sp * in this example, just exit... move.w #0,-(sp) back to desktop move.w #$4c,-(sp) trap #1 even lo0 ds.w 64 environment dc.b 0,0,0,0,0,0 even text dc.b 10,10,10,10,10,13,13,13 dc.b " Press ESC to quit ",10,13 dc.b " Any other key to load PERUSER ",10,13 dc.b " HELP to toggle music at any time ",10,13 dc.b " UNDO to kill music interrupt ",10,13,0 dc.b " Press ESC to quit ",10,13 even oldrez dc.w 0 ds.w 256 stack dc.l 0.l 0 ",10,13 even oldrez dc.w 0 ds.w 256 stack dc.l 0DC.L PNT0,str8 DC.L PNT2,will DC.L PNT3,drm DC.B 4,%00011110 DC.W -1+8*64 DC.L PNT4,b52 DC.L PNT0,str8 DC.L PNT2,will DC.L PNT3,drm DC.B 4,%00011110 DC.W -1+8*64 CHAN0 ;\\\\\\\\\\\\\\\\\\\\\\ MOVE (A1),D0 ADD D0,A0 MOVE.L (A0),D1 ;GET NOTE 0 & DURATION MOVE.B 13(A1),D5 EXT.W D5 SWAP D1 ADD D5,D1 SWAP D1 CMP #$FFFF,D1 BNE CON2 CLR (A1) ;RESET TO START SUB D0,A0 MOVE.L (A0),D1 CON2 SUBQ.B #1,3(A1) ;NP0 BNE STILLON MOVE.L D1,6(A1) ;TMP0 \D1.W IS DURATION MOVE.L D1,20(A1);TEMP HOLD NOTE MOVE.B 26(A1),4(A1) ;VOL0 MOVE D1,2(A1) ;NP0 \SET NEW DURATION ADDQ.W #4,(A1) ; & INC POINTER STILLON ;\\VOLUME RFF ;\\* Budgie UK chain2.s last updated Aug 6 1990 * * a chain program which loads a tune, then a picture, * waits for a key. When hit, scrolls screen down, * cuts out the music interrupt, but stores it in $210 * waits for key again. When hit, scrolls screen back up * recalls the interrupt: move.l $210,$4ce+4 * or, in Basic, Loke $4ce+4,leek($210) * Some earlier music by Goth was slotted in $4de. * This latest bath (August 1990) uses the V/b slot at $4ce+4 * (ie $4d2) so please note. * View in medium res * * comments (;) always FOLLOW the instructions * Devpac 2 required to assemble * Aug 2 1990 Music by Goth of The Shapeshifters * (c) Budgie UK , Camy Maertens and Shapeshifters *------------------------------------------** * reallocate unused memory to Gemdos m_shrink movea.l A7,A5 move.l #stack,A7 movea.l 4(A5),A5 move.l 12(A5),D0 add.l 20(A5),D0 add.l 28(A5),D0 addi.l #256,D0 move.l D0,-(A7) move.l A5,-(A7) clr.w -(A7) move.w #$4A,-(A7) trap #1 lea $0C(A7),A7 ; the above is the STANDARD gem start. We will only use the ram ; space that is strictly required. The rest may go back to gem. bra.s start name dc.b "a:\chains\sp*.pi1",0 change d to a if necessary name1 dc.b "a:\tunes_2\belg*.prg",0 this is the tune. (in $4d2) name2 dc.b "a:\goth*.prg",0 this is the main prog afterwards even ; bra.s start means 'branch (short) to start' ; in order to skip the above labels, which are not instructions ; dc.b means declare bytes start clr.l -(sp) Budgie progs ALWAYS run in supervisor move.w #$20,-(sp) trap #1 addq.l #6,SP move.l d0,super move.w #4,-(sp) get res trap #14 addq.l #2,sp move.w d0,res and save it movem.l $ff8240,d0-d7 save palette movem.l d0-d7,palette move.l #environment,-(sp) call program one ie music move.l #environment,-(sp) pea name1 whatever it is move.w #0,-(sp) chain this routine move.w #$4b,-(sp) execute it trap #1 adda.l #$10,sp ; above 'chained' prog can be anything. setlowrez clr.w -(a7) 0=low res move.l $44e,-(A7) -1=ignore physbase move.l $44e,-(A7) -1=ignore logbase move.w #5,-(A7) trap #14 lea 12(A7),A7 dc.w $a000 movea.l 8(a0),a0 clr.w (a0) dc.w $a00a hidemouse move.l $44e,d0 move.l d0,physbase save original 'physbase' sub.l #32768,d0 move.l d0,$45e show blank screen vsync move.w #37,-(sp) trap #14 addq.l #2,sp * load a degas picture at a specific address move.w #0,-(A7) 0 for open a file move.l #name,-(A7) name of picture to be loaded move.w #$3D,-(A7) code for open trap #1 ask o/s to do it add.l #8,sp adjust stack pointer move.w d0,handle store 'handle' returned in d0, in a safe place tst.w d0 test if negative by any chance... bmi error if so: file not found: branch to error move.w #$007,$ff8240 move.l physbase,d0 load direct to this address sub.l #34,d0 or more precisely, here. move.l d0,-(sp) pass load address to stack move.l #32066,-(A7) read 32066 bytes (ie a degas picture) move.w handle,-(A7) retrieve that handle move.w #$3F,-(A7) code for read trap #1 ask o/s to do it adda.l #$C,A7 adjust stack pointer when all done move.w handle,-(SP) retrieve handle again move.w #$3E,-(SP) code for close trap #1 ok do it addq.l #4,SP adjust stack as ususal move.l physbase,d0 put physbase address in a0 sub.l #32,d0 deduct 16 words from it move.l d0,-(SP) that's where the palette starts move.w #6,-(SP) call 'change palette' routine trap #14 ok addq.l #6,SP all done move.l physbase,$45e move.w #37,-(SP) vsync routine trap #14 ok do it addq.l #2,SP adjust stack ; wait for v/b to be certain move.w #$07,-(sp) getkey code trap #1 call o/s addq.l #2,sp move.l $4ce+4,$210 store vector in a safe place like $210 clr.l $4ce+4 kill vector: music stops lea $ff8800,a0 get sound chip address move.b #7,(a0) move.b #%11111111,2(a0) cut out any lingering noise... move.w #37,-(SP) vsync routine trap #14 ok do it addq.l #2,SP adjust stack ; wait for v/b to be certain move.l #$8000000,$ff8800 move.l #$9000000,$ff8800 move.l #$a000000,$ff8800 scrolldown move.w #27,d7 loop: 28 times .loop move.l $44e,a0 $44e is current screen add.l #-1280,a0 1280 is DIVISIBLE by 256 AND 160 ! move.l a0,$45e $45e is NEW screen pointer move.w #37,-(sp) vsync call: during this interrupt, trap #14 the value inside $45e will become addq.l #2,sp EFFECTIVE. dbra d7,.loop d7 unlikely to be corrupted by call move.w #$07,-(sp) getkey trap #1 addq.l #2,sp move.l $210,$4ce+4 retrieve vector: music restarts scrollup move.w #27,d7 .loop move.l $44e,a0 this time, we scroll add.l #1280,a0 the other way move.l a0,$45e move.w #37,-(sp) vsync trap #14 addq.l #2,sp dbra d7,.loop move.w #$07,-(sp) getkey trap #1 addq.l #2,sp move.l #environment,-(sp) call program one ie music move.l #environment,-(sp) pea name2 whatever it is move.w #0,-(sp) chain this routine move.w #$4b,-(sp) execute it trap #1 adda.l #$10,sp ; above 'chained' prog can be anything. error quit move.l #0,$4ce+4 music off lea $ff8800,a0 get sound chip move.b #7,(a0) move.b #%11111111,2(a0) cut out lingering noise move.l #$8000000,$ff8800 move.l #$9000000,$ff8800 move.l #$a000000,$ff8800 move.w res,-(sp) old resolution back move.l #-1,-(sp) no change in screen locations move.l #-1,-(sp) physical or otherwise move.w #5,-(sp) trap #14 call o/s add.l #12,sp ok screen now back as we found it movem.l palette,d0-d7 get those original palette colours again movem.l d0-d7,$ff8240 and pass them to video chip superout move.l super,-(SP) retrieve user stack pointer move.w #$20,-(SP) trap #1 addq.l #6,SP we're now back in user mode clr.w -(sp) exit to desktop trap #1 *------------------------------------- environment dc.b 0,0,0,0,0,0 even res dc.w 0 the original resolution handle dc.l 0 needed for opening files super dc.l 0 the original stack pointer physbase dc.l 0 the original screen address at start of prog palette ds.w 18 ds.w 256 512 bytes (more than enough) for our stack stack dc.l 0 our private stack16+K TX=512 L=4 DC.W 153*L,16+TX DC.W 102*L,16+TX DC.W 91*L,16+TX DC.W 76*L,16+TX DC.W 91*L,16+TX DC.W 102*L,16+TX DC.W 121*L,16+TX DC.W $FFFF,$FFFF i=2 VB=256 SLU=2560 SLD=2816 HONEY DC.W 121*i,16+VB DC.W 102*i,8 DC.W 153*i,48+VB DC.W 102*i,8 DC.W 91*i,8 DC.W 76*i,16+VB DC.W 91*i,8 DC.W 102*i,16+VB hon1 DC.W 128*i,16+SLD DC.W 153*i,8 DC.W 128*i,48+VB hon2 ;i'm DC.W 128*i,8 DC.W 121*i,8 DC.W 102*i,16+VB DC.W 121*i,8 DC.W 136*i,16+VB hon3 DC.W 153*i,16+SLD DC.W 182*i,8 DC.W 153*i,48+VB ;SO WONT hon4 DC.W 136*i,8 DC.W 136*i,8 DC.W 121*i,8 DC.W 102*i,8 DC.W 121*i,16+SLD DC.W 153*i,48+VB dc.w 0,88+S DC.W $FFFF,$FFFF *-*-* HONE DC.W 121* Budgie UK chain_5 (cycling) * * a chain program which loads a tune, then a picture, * waits for a key. When hit, scrolls screen down, * cuts out the music interrupt, but stores it in $210 * waits for key again. When hit, scrolls screen back up * recalls the interrupt: move.l $210,$4ce+4 * or, in Basic, Loke $4ce+4,leek($210) * Some earlier music by Goth was slotted in $4de. * This latest bath (August 1990) uses the V/b slot at $4ce+4 * (ie $4d2) so please note. * View in medium res * * comments (;) always FOLLOW the instructions * Devpac 2 required to assemble * Aug 2 1990 Music by Goth of The Shapeshifters * (c) Budgie UK , Camy Maertens and Shapeshifters *------------------------------------------** * reallocate unused memory to Gemdos m_shrink movea.l A7,A5 move.l #stack,A7 movea.l 4(A5),A5 move.l 12(A5),D0 add.l 20(A5),D0 add.l 28(A5),D0 addi.l #256,D0 move.l D0,-(A7) move.l A5,-(A7) clr.w -(A7) move.w #$4A,-(A7) trap #1 lea $0C(A7),A7 ; the above is the STANDARD gem start. We will only use the ram ; space that is strictly required. The rest may go back to gem. bra.s start name dc.b "a:\chains\wave*.pi1",0 change d to a if necessary name1 dc.b "a:\tunes_2\colours.prg",0 this is the tune. name2 dc.b "a:\chains\poir*.prg",0 this is the main prog afterwards even ; bra.s start means 'branch (short) to start' ; in order to skip the above labels, which are not instructions ; dc.b means declare bytes start clr.l -(sp) Budgie progs ALWAYS run in supervisor move.w #$20,-(sp) trap #1 addq.l #6,SP move.l d0,super move.w #4,-(sp) get res trap #14 addq.l #2,sp move.w d0,res and save it movem.l $ff8240,d0-d7 save palette movem.l d0-d7,palette move.l #environment,-(sp) call program one ie music move.l #environment,-(sp) pea name1 whatever it is move.w #0,-(sp) chain this routine move.w #$4b,-(sp) execute it trap #1 adda.l #$10,sp ; above 'chained' prog can be anything. setlowrez clr.w -(a7) 0=low res move.l $44e,-(A7) -1=ignore physbase move.l $44e,-(A7) -1=ignore logbase move.w #5,-(A7) trap #14 lea 12(A7),A7 dc.w $a000 movea.l 8(a0),a0 clr.w (a0) dc.w $a00a hidemouse move.l $44e,d0 move.l d0,physbase save original 'physbase' sub.l #32768,d0 move.l d0,$45e show blank screen vsync move.w #37,-(sp) trap #14 addq.l #2,sp * load a degas picture at a specific address move.w #0,-(A7) 0 for open a file move.l #name,-(A7) name of picture to be loaded move.w #$3D,-(A7) code for open trap #1 ask o/s to do it add.l #8,sp adjust stack pointer move.w d0,handle store 'handle' returned in d0, in a safe place tst.w d0 test if negative by any chance... bmi error if so: file not found: branch to error move.w #$007,$ff8240 move.l physbase,d0 load direct to this address sub.l #34,d0 or more precisely, here. move.l d0,-(sp) pass load address to stack move.l #32066,-(A7) read 32066 bytes (ie a degas picture) move.w handle,-(A7) retrieve that handle move.w #$3F,-(A7) code for read trap #1 ask o/s to do it adda.l #$C,A7 adjust stack pointer when all done move.w handle,-(SP) retrieve handle again move.w #$3E,-(SP) code for close trap #1 ok do it addq.l #4,SP adjust stack as ususal move.l physbase,d0 put physbase address in a0 sub.l #32,d0 deduct 16 words from it move.l d0,-(SP) that's where the palette starts move.w #6,-(SP) call 'change palette' routine trap #14 ok addq.l #6,SP all done move.l physbase,$45e move.l #r_loop,$4de insert cycling v/b interrupt move.w #37,-(SP) vsync routine trap #14 ok do it addq.l #2,SP adjust stack ; wait for v/b to be certain bra over ************************************************************************ * * palette rotator prog * rough & ready! * ************************************************************************* * interrupt routine starts here r_loop sub.w #1,bill tst.w bill beq ok rts ok move.w #1,bill speed of cycling 1=fast move.l a0,-(sp) move.l a1,-(sp) move.l d1,-(sp) lea $ff8240,a0 a0 is hardware palette lea r_palette,a1 a1 is our palette, reserved later move.w $00(a0),$00(a1) border = same on new palette move.w $1e(a0),$02(a1) next one is hardware colour #15 move.w $02(a0),$04(a1) the other 14 colours are move.w $04(a0),$06(a1) shifted one word along move.w $06(a0),$08(a1) move.w $08(a0),$0a(a1) move.w $0a(a0),$0c(a1) move.w $0c(a0),$0e(a1) move.w $0e(a0),$10(a1) move.w $10(a0),$12(a1) move.w $12(a0),$14(a1) move.w $14(a0),$16(a1) move.w $16(a0),$18(a1) move.w $18(a0),$1a(a1) move.w $1a(a0),$1c(a1) move.w $1c(a0),$1e(a1) move.l a1,$45a present new palette at next vbi move.l (sp)+,d1 move.l (sp)+,a1 move.l (sp)+,a0 rts over move.w #$07,-(sp) getkey trap #1 addq.l #2,sp error next move.w #1,-(sp) MEDIUM res move.l #-1,-(sp) no change in screen locations move.l #-1,-(sp) physical or otherwise move.w #5,-(sp) trap #14 call o/s add.l #12,sp ok screen now back as we found it clr.l $4de cycling off move.w #37,-(sp) wait for vb to deactivate it trap #14 addq.l #2,sp movem.l palette,d0-d7 get those original palette colours again movem.l d0-d7,$ff8240 and pass them to video chip move.l #environment,-(sp) call program one ie music move.l #environment,-(sp) pea name2 whatever it is move.w #0,-(sp) chain this routine move.w #$4b,-(sp) execute it trap #1 adda.l #$10,sp move.l #0,$4ce+4 music off lea $ff8800,a0 get sound chip move.b #7,(a0) move.b #%11111111,2(a0) cut out lingering noise move.l #$8000000,$ff8800 move.l #$9000000,$ff8800 move.l #$a000000,$ff8800 move.w #-1,-(sp) move.l #-1,-(sp) no change in screen locations move.l #-1,-(sp) physical or otherwise move.w #5,-(sp) trap #14 call o/s add.l #12,sp ok screen now back as we found it superout move.l super,-(SP) retrieve user stack pointer move.w #$20,-(SP) trap #1 addq.l #6,SP we're now back in user mode clr.w -(sp) exit to desktop trap #1 *------------------------------------- bill dc.w 5 environment dc.b 0,0,0,0,0,0 even res dc.w 0 the original resolution handle dc.l 0 needed for opening files super dc.l 0 the original stack pointer physbase dc.l 0 the original screen address at start of prog ; ds.w 256 palette ds.w 18 ds.w 256 512 bytes (more than enough) for our stack stack dc.l 0 our private stack r_palette ; ds.w 218 NT5 MOVE.L #$9000000,SL ADD.L #36,a2 CMP.L #CHAN0,A2 BNE.S LLA LEA DOTH,A2 LLA MOVE 34(A2),D3 MOVE.B 33(A2),D4 PART1 CLR.B D2 BTST #1,D4 BEQ.S W1 MOVE.L (A2),A1 MOVE.L 4(A2),A0 BSR CHAN0 W1 BTST #2,D4 BEQ.S W2 MOVE.L 8(A2),A1 MOVE.L 12(A2),A0 BSR CHAN0 W2 MOVEQ.B #1,D2 BTST #3,D4 BEQ.S W3 MOVE.L 16(A2),A1 MOVE.L 20(A2),A0 BSR CHAN0 W3 BTST #4,D4 BEQ.S W4 MOVE.L 24(A2),A1 MOVE.L 28(A2),A0 `*O*m - ЭЭ" Ҁ.A// ??<JNA B?< NA\#BF#/9?< NA\/</<(?<1NAHC )ag )bgVAJg #  $y69*!SCjX##B###2# $fE 6*"*!Bg "R jag "j j a tg "j jag "j ja#3LNuA|## # #LNuFA|## # LNuLNu G.WHEATON. 45 GOLDRILL AVE, BOLTON, LANCS, U.K. (C) G.WHEATON. 45 GOLDRILL AVE BOLTON. LANCS, U.K. LNu (C) G.WHEATON. 45 GOLDRILL AVE BOLTON. LANCS, U.K. 2>>BNj>BNjBzj2>JBNj0") HHAEHA|fBQ"S)f#A#Ai3AXQ)<fR)Nu`~4M@@ vNR)  B@) 1Nu 9gg@ )m8)f.i2)i2)imDAin2)i3ANuDi`Z) in3iNuY) )Nu|Nu|`HR99AA3{NulQ@R99AA3{Nu<Q(Nu          G WHEATON     0    0        0    0  0 @@@y   B"  XHjR ;\\\\\\\\\EFFECTS\\\\\\\\\\ NV0 MOVE.B 2(A1),D0 CMP.B #4,D0 BNE DOIT ADDQ.B #1,4(A1) RTS DOIT DZZ MOVE.B #7,SL MOVE.B #%11111000,SD BRA FCC EFCT DC.L FINK,VIB,WARB,DRUM,slip,WB1,WRP,SLW DC.L SLR,HOLD,TWERP,SLR1,inup,HOLDLOW,Half dc.l wwq,coll,foll,aoll,eoll REPT 11 DC.L FINK ENDR FCC LEA EFCT,A6 AND #31,D0 ASL #2,D0 MOVE.L (A6,D0),A0 JSR (A0) MAZ ADDQ.B #1,4(A1) ;VOL0 MOVE.B 11(A1),SL MOVE.B 21(A1),SD ;TMP0+1 MOVE.B 12(A1),SL MOVE.B 20(A1),SD ;TMP0 CLR D0 MOVE.B 4(A1),D0 MOVE.B 10(A1),SL MOVE.B 28(A1,D0),D2 ;VOL0 MOVE.B D2,SD fink rts ;-------EFFECTS ROUTINES-------- ;1-256---DELAYED--VIBRATO------- VV EOR.B #1,MC BEQ.S SDC VIB CMP.B #8,4(A1) `*O*m - ЭЭ" Ҁ.A// ??<JNA B?< NA\#BF#/9?< NA\/</<(?<1NAHC )ag. )bgjAJg #  9dG\$y69*!SCjX#T# # t# # .#F$zfE6*"*!Bg "R jag "j j a<g "j jag "j ja#3LNuA|## # #LNuFA|## # LNuLNu G.WHEATON. 45 GOLDRILL AVE, BOLTON, LANCS, U.K.  .  t  .  t  .  t  . H tL  .  t  .  t  .T T t  .L P tT  .H  tL F(T t  | .X t T  t T  t T  t F . t  ., < t  .F t  .F t  .@ < t  .@ < tL 0") HHAEHA|fBQ"S)f#A#Ai3AXQ)<fR)Nu<fa`R`@V  ".:D@ {N if|#R)  B@) 12)IA|OmAO3Nu (C) G.WHEATON. 45 GOLDRILL AVE BOLTON. LANCS, U.K. DURAN DURAN, NEW RELIGION/GIRLS ON FILM. G.W. 1989. 9Bg@ )m8)f.i2)i2)imDAin2)i3ANuDi` )m$ 9DgS) im3i`NuY) )Nu|)f( iWn3iNu )mUi`|`P)NuYi`Qi`|TiNu|`Nu|-` in|Nu        xr         ```` ``0   @ H @H QHQ UQ`@ (`   ` y D  D  D D DD D 0 `D P`  @ryrlr     0 @^@0~~  8H  8H  y8H8Hl8H8H0 D TTTD0 DT @$yNEi6<O|>    X b           b      "   b     .  R   J ^ j    D z   b  j    D& z   D  j   D j j    D& z   Db  j   b  z   b     Db      Db z   D     D     D     D  @          0") HHAEHA|fBQ"S)f#A#Ai3AXQ)<fR)Nu`~Rf.JT^fnvtTRRRRRRRRRRRM@@ vNR)  B@) 1NuR)` 9 g4r)|m22)i2)imDAin2)i3ANuDi`R) in3iNu )Nur)| md| ]i in3|`HT) iAn3i`|`"iPNu|2Nu|NuR)Nu|`R99AA3{Nu`H0J)f|(Nu i n3iNuR99AA3{Nu`H9 |Nu                           G WHEATON   D   D  Dy@@@@H@@ @D@@D@@ @D@l@X@DD@@@@@@E?AA?`@E@@@@`C@    .`   .0l  l yy y y [ y y y [`[y y y [`[ l  l l  l    ` y 0 222d  d  d  d0@  @  @  @`@     000`[`y@ @ll@@@d@`[`<@QHQl`y@ @D D@@B* p XjZ$@) ) ) ) ) ! ) ) )           `   @pH`QHylyHH`yl$Hy D @@      l@p       l llllllll [  `  ll  @  P    - 9 } @ @ HL$H  @    8B"   Z|C.L 0 DC.B " (C) G.WHEATON. 45 GOLDRILL AVE BOLTON. LANCS, U.K. " UPTO DC.L EE-36 CUNT DC.W 0 EVEN ;\\RUNNING ORDER SEQUENCE EE DOTH DC.L PNT5,bas22 DC.L PNT1,bs21 DC.L PNT2,bas2 DC.L PNT3,drm DC.B 0,%00001110 DC.W 24+64*13 DC.L PNT5,beeth DC.L PNT1,be DC.L PNT2,b1 DC.L PNT3,drm DC.B 0,%00011110 DC.W -1+64*8 DC.L PNT5,beef DC.L PNT1,bef DC.L PNT2,bf2 DC.L PNT3,drm DC.B 0,%00011110 DC.W -1+64*4 DC.L PNT5,bent DC.L PNT1,beeth DC.L PNT2,b1 DC.L PNT3,drm DC.B 0,%00011110 DC.W -1+64*4 *-*-* DC.L PNT5,beaug DC.L PNT1,b 0@P"3DU RA @x094G^oq}| t \ d7]%w@$:0}@? 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Fredy, Patti, Roger, Lilly und ChucksiGste im Landhaus vonU. Einihnthat dGastgeber zwisc5Mittag10 Uhr ermordeti Ihre Aufg ist es nun,MQTatzeitort zuelnY Ar Vorsicht, lgt bestimmg aungsvoll Rolf TiemOP.S.: nehmAFall?nein | ja7 Vielen Dankiknne Befrag]e} @durchfWhzuer* Po7i^ d nrde imenthaltsBoQ Erfolg!} O K SEdeNhe fNI9ectTrotzdBvtaxs GuHle ]a 9H Bibliothek^Wohnz1SpeiseKyGa5 HBWSKGfehlV | hqȤDgelst?NAlso b ...| ja|%|AusWͤesw:vubn?N9agsngarn»mehr.Je n'ai pas vu.? P du tout..ǧA h, j'etaig rson impQeablnrucobe aufmontras livrlisjourn album photoseoiions Fecmangeu* Pizza]la t#lfŴbeAbtrockpolierBeckzeigmiriPorsgfhfneue Autoradio vo'sah ݠanhwar3 berhaupt .az h'3BnTY^W,$T?DTatt!?Uwo wueermot?at UhCumgebr!A Mr.Holmes!DstimmganzwCbeС:gen rel!ief!ha Ohl lg$g vllig fal!IEKeks istfet!Bravo<dFall gelst:SDBFoldsNeCgneѿ Befraguurchge1tzdemʀqrr}uem…chuldihoҠViell sollwuns:nchXdo}arcotla@Yarn Wh id you lai see Glynis?߀h   De Mr Poi ! 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All marketing rights reserved. C.W 0,24+1024 DC.W 12,4+768 DC.W 0,20+1024 DC.W 0,24+1024 DC.W 8,4+768 DC.W 0,20+1024 DC.W 0,24+1024 DC.W 12,4+768 DC.W 0,20+1024 DC.W 0,24+1024 DC.W 12,4+768 DC.W 0,20+1024 DC.W 0,24+1024 DC.W 12,4+768 DC.W 0,20+1024 DC.W 0,16+1024 DC.W 8,2+768 DC.W 0,6+1024 DC.W 12,4+768 DC.W 0,4+1024 DC.W 0,8+1024 DC.W 15,4+768 DC.W 0,4+1024 DC.W $FFFF,$FFFF ******* BAR=96 ******* U=1 BK DC.W 162*U,48+V DC.W 170*U,48 DC.W 193*U,48+V DC.W 217*U,32 DC.W 217*U,16 *** DC.W 144*U,40+V DC.W 144*U,8+V DC.W 162*U,40 DC.W 162*U,8 DC.W 170*U,40 DC.W 170*U,8 DC.W 193*U,40+V DC.W 193*U,8+V *** DC.W 108*U,48 DC.W 121*U,48 DC.W 128*U,48 DC.W 144*U,32+V DC.  t..  tDEMOS ASCt DISKS_DSASC d DISKS_SSASCt FACTS_1 ASCt MAGS ASCt PRO ASCt zSINGLES ASCt  XPERUSER PRG,t g`Budgie UK licenceware --------------------- DEMOS DEM 1 The MINDBOMB demo by The Lost Boys (D/S) 'The greatest yet! The Lost Boys have now managed to get your ST to do things that even its designers thought impossible. Not to be missed. Twenty screens including the unbelievable 3D balls!' DEM 2 GENESYS II (The 82 track re-mix) from AEnigmatica (D/S) features 11 screens with superior sound, graphics and programming techniques. Contains a high quality Amiga soundchip emulator with a recent version of the Soundtracker routine, playing four amazing compositions. copyright Budgie UK 1990 Full marketing rights reserved.96*J,8 DC.W 81*J,24+V DC.W 81*J,16 DC.W 96*J,8 DC.W 108*J,24+V DC.W 108*J,16 DC.W 96*J,8 DC.W 81*J,16 DC.W 64*J,48+V DC.W 64*J,8 DC.W 60*J,16 DC.W 64*J,8 DC.W 72*J,16 DC.W 64*J,24+V DC.W 72*J,8 DC.W 81*J,16 DC.W 72*J,24+V DC.W 96*J,8 DC.W 81*J,16 DC.W 85*J,56+V DC.W $FFFF,$FFFF W=8 UB DC.W 162Budgie's double-sided COMPILATIONS: 3.95 520K memory OK but double-sided drive needed COM-1 Perils of Penfold/ Line of Four/ Goldrush/ Zerphod COM-2 Ace Invaders/ Zenith/ Tri Heli /Cosmos COM-3 Football 88/ Parabellum COM-4 Make a Break/ Blitz III/ Word Puzzle Generator COM-5 Dr Boris/ Puzzler/ Pro Darts/ Maelstrom COM-6 Damonoid/ Speculator/ Othello COM-7 Ball Zone/ Moneyspinner COM-8 Exodus/ Bounty Hunter/ Tycoon (Dec 1990) COM-9 Bandit/ Slippery Sid/ Space Blob COM-10 Operation Angelica/ Psicotic/ Galaxia COM-11 Carrier Attack/ Sub Hunt/ Sea Fisherman COM-12 Impulse/ Scary COM-13 Inferno/ Runaway/ Tablit COM-14 Crystal Caverns/ Happy Puzzler/ Mr Dig/ Tank Battle COM-15 Safe as Houses/ Rotatus/ Dogfight/ Light Cycles COM-16 MONO compilation: Hostile Reception/ Word Generator/ Othello/ Crosswords COM-17 Onyx/ Hostile Reception(colour)/ Crosswords (colour)/ Megamix COM-18 Dizzy Lizzy/ Mission Deadzone COM-19 Death Camp/ The Village (Dec 1990) Budgie UK PRODUCTIVITY range: 3.95 PRO-1 ELECTRONIC BANK STATEMENT v 1.3 by David G. Pullin October 1989 (S/S) PRO-2 PROGRAMMER'S 68000 LIBRARY current version 42 September 1990 (D/S) PRO-3 SPRITE MASTER by Chris Skellern January 1990 (S/S) PRO-4 MOVING BYTES 1 version 1.0 February 1990 (D/S) PRO-5 The SPRITES PORTFOLIO v 1.1 compiled by Eddie Bryan March 1990 (D/S) PRO-6 MUSIC of THE SHAPESHIFTERS vol 1 Gary Wheaton and Roger Stones April 1990 (D/S) PRO-7 MUZEXX MAKER Malcolm Sparks July 1990 (D/S) PRO-8 MUSIC CASSETTE MAKER Paul Dowers July 1990 (S/S) PRO-9 TLB SOURCE CODE (Power & Megabang) The Lost Boys July 1990 (D/S) PRO-10 CLASSROOM MATHS Paul Dowers October 1990 (S/S) PRO-11 MUSIC of THE SHAPESHIFTERS vol 2 Gary (Goth) Wheaton November 1990 (D/S) Budgie's DEMO disks: 2.95 DEM-1 The MINDBOMB demo 1.1 by The Lost Boys April 1990 (D/S) DEM-2 GENESYS II (82-track re-mix) from AEnigmatica May 1990 (D/S) Magazines on disk: 2.95 MAG-1 ST-PLUG issue 12 Dan Panke April 1990 (D/S) MAG-2 MAGGIE 1.0 The Lost Boys May 1990 (D/S) MAG-3 ST-PLUG issue 13 Dan Panke June 1990 (D/S) MAG-4 MAGGIE 2.0 The Lost Boys July 1990 (D/S) MAG-5 ST-PLUG issue 14 Dan Panke August 1990 (D/S) MAG-6 ST-PLUG issue 15 Dan Panke October 1990 (D/S) MAG-7 MAGGIE 3.0 The Lost Boys December 1990 (D/S) .W 0,48+GC DC.W 0,48+GC DC.W 0,48+EM DC.W 0,48+GC DC.W 0,48+XC DC.W 0,48+GC DC.W 0,48+AM DC.W 0,48+DC `*O*m - ЭЭ" Ҁ.A// ??<JNA B?< NA\#BF#/9?< NA\/</<?<1NA## # HAJgH$yn69r*!SCjX#X# .# H# l# # $fEt6*"*!g "R ja|g "j j ajg "j jaXg "j jaF#n3rLNuA|## # ##LNuFA|## # LNuLNu (C) G.WHEATON. 45 GOLDRILL AVE BOLTON. LANCS, U.K. Composed by NEIL YOUNG . G.W. 1989. P   H l  P .h Hd l    HL l  @ @ H l  P P H l    HL l    HL l  X H l  `  H l   P H l  8X H l    H l  8X H< l  8X@ H< l  8XT Hp l  8XX Hp l  pXl Hh lx?   H l  8X H l  8X H l    H l  8X H l  @ @ HL l 0"|fBQ"S)f#A#AB)3AXQ)<g`@6Nv~&@ {NR)  B@) Nu 9 gBBA)<m>S)f.i2)i2)imDAin2)i3ANuDi`3iNuT)W) )Nu|ZNuR) in3iNuBA)|Zm, im3|NuXiNuiNuR)R99AA3{NuQ@l5Q(R)R99AA3{Nuy`Q<R)R99AA3{NuyHR9$R)9$AA3{Nuy[HR)R9T9TAA3{Nu`@Q(`0    #                            (< < <6<%     ` (         ` ` `  `  `  <<<<<<<<<<@H ` ````p     QD>ZhN @ @          @ @ @ @DDH @ @ @ 0 @DD @8    @(@@ x<y             @   H  8 @ @p@ @ @ @     QD >Zh / @ B" N TTR*" "Budgie UK originals. BU # Title Description Language ------ ---------------------------------- ---------------- ------ -------- 1 Damonoid (Camy Maertens) arcade 12/87 68000 2 Football 88 (Simon Rush) simulation 12/87 Fast/B 3 Blitz (Camy Maertens) arcade 3/88 68000 4 Othello (Jim Holmwood) board game 4/88 Fast/B Tablit (Andy Osborne) word game 1/90 STOS 5 Pro Darts (Martyn Carr) simulation 5/88 Fast/B 6 Dr Boris (Alex Dewdney) TNT 6/88 Fast/B Puzzler (Alex Dewdney) puzzle 6/88 Fast/B 7 Ball Zone (Ian Grainger) breakout 7/88 HiSoft 8 Speculator (Camy Maertens) simulation 9/88 68000 9 Tycoon (Simon Rush) adv/simulation 10/88 Fast/B 10 Moneyspinner (Jim Holmwood ) slot machine 11/88 68000 11 Maelstrom (Marvey Mills) arcade 11/88 68000 12 Ace Invaders (Gary Wheaton) arcade 11/88 68000 13 Zenith (Gary Wheaton) arcade 11/88 68000 14 Goldrush (Mark Annetts) platform 12/88 GFA Zerphod (Ian Grainger) labyrinth 12/88 HiSoft 15 Perils of Penfold (Philip Bishop) caves adventure 3/89 STOS Line of Four (Philip Bishop) connect 3/89 STOS 16 Word Puzzle Generator (Keith Bearman) 5/89 HiSoft 17 Make a Break (Martyn Brown) quizz 5/89 68000 18 Parabellum (Alex Dewdney) platform 5/89 STOS 19 Tri-Heli (Gary Wheaton) arcade 7/89 68000 20 Operation Angelica (Camy Maertens) arcade 8/89 68000 21 Impulse (Ian Grainger) arcade/strategy 8/89 HiSoft 22 Bandit (Gary Wheaton) slot machine 8/89 68000 23 Space Blob (Robin Edwards) platform 9/89 STOS 24 Slippery Sid (Neil Scrimgeour) snake 9/89 STOS 25 Scary (Eddie Bryan) graphic adv 10/89 STOS 26 Carrier Attack (Keith Bearman) battleships 10/89 STOS 27 Psicotic (Philip Rankin) arcade 10/89 STOS 28 Sub Hunt (Oliver Bros) arcade 10/89 STOS Sea Fisherman (Paul Dowers) simulation 10/89 STOS 29 Death Camp (Dave Blower) adventure 11/89 STAC 30 A Quest for Galaxia (Gary Wheaton) arcade 11/89 68000 31 Inferno (Simon Brown) boulderdash 12/89 STOS 32 Runaway (Chris Skellern) arcade 1/90 68000 Rotatus (Tony Loton) arcade 2/90 68000 33 Crystal Caverns (Robin Edwards) caves adventure 2/90 STOS Happy Puzzler (Robin Edwards) jig-saw 2/90 GFA 34 Safe as Houses (Ven'ra) board game 2/90 GFA 35 Hostile Reception (The Happening Boiz) arcade 2/90 STOS 36 Dogfight (Philip Bishop) arcade 2/90 STOS Light Cycles (Philip Bishop) arcade 2/90 STOS 37 Mr Dig (Robin Edwards) arcade 2/90 STOS Tank Batlle (Robin Edwards) arcade 2/90 STOS 38 Budgie's Crosswords (Jim Holmwood) crosswords 5/90 Fast/B 39 Onyx (Robin Edwards) arcade 5/90 68000 40 Dizzy Lizzy (Happening Boiz) boulderdash 6/90 STOS 41 Exodus (Chris Jeffery) arcade 6/90 68000 42 Bounty Hunter (Paul Dowers) far west 6/90 STOS 43 The Village (Dave Blower) adventure 9/90 STAC 44 Exterminate (Chris Skellern) arcade 6/90 68000 45 Mission Deadzone (Philip Bishop) graphic adv 7/90 68000/STOS 46 Overlord (T.C. Basset) fantasy 8/90 talespin 47 Perplexia (Dave Manning) graphic adv 10/90 GFA 48 XWPuzzle (Jeffery Heywood) generator 10/90 GFA 49 Kahn (Markus Kronenberg) arcade 10/90 GFA Megamix (M.K.) memory 10/90 GFA 50 Invaders (Robert Leong) arcade 10/90 68000 Detonator (Ian Blair) memory 10/90 STOS 51 Space Duel (Chris Jeffery) arcade 10/90 F/Basic 52 Douglas Rockmoor (Gary Wheaton) boulderdash (1meg)1/90 68000 53 From Little Acorns...(Simon Brown) adventure (mono) 11/90 GFA 54 Autorama (D.J. Thomas) racing 11/90 68000 ** coming soon ** Frankenstein (Philip Bishop) platform 12/90 68000/STOS Football Genius (Camy Maertens) trivia 12/90 68000 Dizzy Lizzy II (Happening Boiz) boulderdash 1/90 STOS Douglas 2 (Goth) 1/2 meg memory boulderdash 1/90 68000 Super League Soccer (Adam Medley) simulation 3/91 F/Basic Oracle (Andy Osborne) graphic adv 3/91 68000 Tablit 2 (Andy Osborne) word game 3/91 STOS Final Lap (Camy Maertens) simulation 6/91 68000 Budgie UK licenceware 5 Minster Close Rayleigh SS6 8SF Essex 3,7(A1) MOVE.B #7,SL MOVE.B #%11011000,SD MOVE.B #6,SL MOVE.B 7(A1),SD MOVE.B #5,SL MOVE.B 32(a2),SD MOVE.B #4,SL MOVE.B 21(A1),D0 ; asl.b #3,d0 MOVE.B D0,SD JUNK RTS ;-4--------DRUM OFF ;5--1280--WARB CONSTANT VOLUME MOVE.B #90,4(A1) RTS ;6--1536-----WARB UP--------- WRP addq.b #1,4(a1) lsr 20(a1) cmp #20,20(a1) bgt.s plap move 6(a1),20(a1) PLAP rts ;7--1792---SLIDE-UP--WARBLE ;--2048---SLIDE UP CONST VOL SLR CLR D1 MOVE.B 4(A1),D1 CMP #90,D1Some interesting facts about Budgie UK -------------------------------------- * Budgie UK was founded in 1987 by Camy Maertens and Simon Rush. The first two games to be released were Damonoid and Football 88 (still going strong). * The name Budgie was chosen to convey an idea of 'budget' software. * In fact, initially, Budgie was straight PD. * In 1989, Budgie launched the licenceware concept, where licensed libraries would pay a royalty to the authors. The user was still free to copy the disk or even give it away. * By November 1990, twenty eight programmers had joined the Budgie team and produced 54 singles, 18 compilations, 6 diskzines, 2 mega demos and 10 productivity disks. In all, no less than 90 releases! * Budgie is now the world's largest programmers' group of PD / licenceware. * The best-selling Budgie game is Ace Invaders by Gary Wheaton, arguably better than the original. * Early games with bonus screens depicting page-three girls were withdrawn due to public unease. (they are now gradually re-appearing...) * The release which generated the biggest interest was The Mindbomb Demo by The Lost Boys, which dominated the June 1990 Atari Show. * Budgie has had a stand at four Atari Shows. It is the place where authors and distributors meet and exchange ideas. * The first PD library to back the Budgie licenceware concept was The ST Club run by Paul Glover. * Now 30 PD libraries from all over the world carry the Budgie range. * The first PD library to declare itself 'games only' was PDQ of Eastleigh Thirty percent of its entire list were ...Budgie titles. * Most libraries will carry the entire Budgie production. The exception is Page 6, which is so critical that only two out of three Budgie titles ever get in their catalogue. * While shareware is very strong in North America, in the UK donations to authors are few and far between. Apart from licenceware (which guarantees author recognition), some attemps have been made to promote shareware on behalf of the authors. Goodman PDL actively looks after the interest of several independent writers. * Each quarter, the Budgie authors collect a total of 700 from the licensed PD libraries. These royalties are divided, equally, amongst all the authors. The guy who wrote a minority interest program will get the same as the one who wrote the quarter's blockbuster. Authors get one share per title written. Some authors have written six titles, and therefore get six shares. * Budgie was the very first programming group to put a Virus Detector on all its disks as a standard procedure. The idea is now common practice amongst PD libraries and disk magazines. * The enormous range of Budgie games causes a constant bewilderment amongst Amiga users, who can count on approximately four PD games. * Plans to convert some Budgie games to the Amiga are in the pipeline. Polly licenceware has already converted three titles. * The longest-awaited Budgie game is Final Lap, a 3D racing simulation which has been twenty months in the making and still isn't finished. * The fastest game ever produced was Ace Invaders (two days). * The worst aggravation ever caused was through STOS not being STE compatible. Eight games had to be modified and re-compiled. * Budgie games are written in a variety of languages: 68000 assembly language is of course the main language. Also used, is STOS, Fast Basic, GFA and HiSoft. * The most updated product is the Programmer's 68000 Library, which is now version 43. * The most popular board games are Make a Break (sports trivia) and Safe as Houses (Monopoly). * The most popular utility is Electronic Bank Statement. * The most popular diskzine is Maggie by The Lost Boys. * The most popular music is Music of The Shapeshifters. * Budgie UK gets on average one enquiry a week from would-be PD distributors. Only established libraries, willing to be fully committed to the licenceware concept, are accepted. * Finally, the 100th Budgie release is likely to happen early 1991. The author(s) of the title will receive a bottle of Champagne donated by the PD libraries. ------------------------------------------------------------------ 32,7 DCB.B 32,6 DCB.B 32,5 DCB.B 8,4 DCB.B 8,3 DCB.B 8,2 DCB.B 8,1 TE2 DC.W 2,3 MIN DC.B 0,0 MC DC.B 0,0 ;-----------MUSIC DATA SSS=1280 null dc.w 2,255+SSS DC.W $FFFF,$FFFF DRMM DC.W 0,16+1024 DC.W 4,6+768 DC.W 0,10+1024 DC.W $FFFF,$FFFF DC.W $FFFF,$FFFF DRM11 DC.W 10,1+512 DC.W 0,15+1024 DC.W 6,3+768 DC.W 0,13+1024 DC.W $FFFF,$FFFF DRM1 DC.W 0,16+1024 DC.W 16,3+768 DC.W 0,13+1024 DC.W $FFFF,$FFFF DRM DC.W 20,1+512 DC.W 0,15+1024 DC.W 12,4+768 DC.W 0,12+1024 DC.W 0,16+1024 DC.W 12,4+768 DC.W 0,12+1024 DC.W 0,16+1024 DC.W 12,4+768 DC.W 0,12+1024 DC.W 0,16+1024 DC.W 12,4+768 DC.W 0,12+1024 DC.W 0,16+1024 DC.W 12,4+768 DC.W 0,12+1024 DC.W 0,16+1024 DC.W 12,4+768 DC.W 0,12+10 MAG 1 ST-PLUG volume 12 April 1990 (d/sided) The latest magazine on disk from North America. ST-PLUG was originally conceived by Dan Panke as an on-line ST magazine. Now at last available in disk form, it brings the latest news and reviews from across the pond. In addition, utilities, accessories and other useful programs are included in compressed, self-extracting format. The in-built PERUSER allows ascii files and degas pictures to be viewed together. MAG 2 MAGGIE 1.0 by The Lost Boys May 1990 (d/sided) The zaniest disk magazine around! And it's from The Lost Boys, of course. Humour, news, hot gossip, extraordinary built-in demos, tips, programming in GFA, interviews with Bob Hay and other characters, games and demos reviews. The style is totally unconventional. The effect is shattering. MAG 3 ST-PLUG volume 13 June 1990 (d/sided) More reviews and information from Dan Panke. Two folders full of self-decompacting utilities and accessories. In all, enough to fill two double-sided disks. MAG 4 MAGGIE 2.0 by The Lost Boys July 1990 (d/sided) 800K+ of delirious mayhem from the irrepressible Lost Boys. The introduction alone (a conversion by Manikin of the famous Red Sector 3D animation) is worth the experience. Contributions from Next and other friends. Reviews, jokes, tips, more tips, GFA demos, the Charts, demo cheats, PD section, Mad Max music, greetings, source codes, etc.. MAG 5 ST-PLUG volume 14 August 1990 (double-sided) Reviews of EZgrade, Dragon's Lair, F29, Anarchy,... A virus overview and other news. Amongst the bundled programs are: Blink utilities, Klickstart menu program, EZgrade teacher's database preview and a demo of Ice Hockey Simulator. MAG 6 ST-PLUG volume 15 October 1990 (double-sided) The best so far. News and reviews are now on two different files. Eight free PD/shareware programs, including NOVA, a really fine Galaxian/Zalaga clone and the brilliant BOOK DATABASE by Timothy Early which alone must be worth all of twenty pounds! dc.w 121*y,8+v dc.w 121*y/2,8+v dc.w 121*y,8+v dc.w 121*y/2,8+v dc.w 121*y,8+v dc.w 121*y/2,8+v dc.w 121*y,8+v dc.w 121*y/2,8+v dc.w 162*y,8+v dc.w 162*y/2,8+v dc.w 162*y,8+v dc.w 162*y/2,8+v dc.w 162*y,8+v dc.w 162*y/2,8+v dc.w 162*y,8+v dc.w 162*y/2,8+v dc.w 144*y,8+v dc.w 144*y/2,8+v dc.w 144*y,8+v dc.w 144*y/2,8+v dc.w 144*y,8+v dc.w 144*y/2,8+v dc.w 144*y,8+v dc.w 162*y,8+v dc.w 180*y,8+v dc.w 180*y/2,8+v dc.w 180*y,8+v dc.w 180*y/2,8+v dc.w 180*y,8+v dc.w 180*y/2,8+v dc.w 180*y,8+v dc.w 180*y/2,8+v dc.w 162*y/2,8+v DC.W $FFFF,$FFFF c=2 its dc.w 0,24+SSS dc.w 193*c,8 dc.w 193*c,8 dc.w 193*c,8 dc.w 193*c,8 dc.w 162*c,16+v dc.w 162*c,64+8+v dc.w 193*c,8 dc.w 108*c,8 dc.w 121*c,16 dc.w 144*c,8 dc.w 108*c,64+v DC.W $FFFF,$FFFF chg=2816 chc=3072 cha=3328 chf=3328+256 mod dc.w 0,64+chc dc.w 0,64+chg dc.w 0,48+cha dc.w 0,16+chg dc.w 0,64+chf DC.W $FFFF,$FFFF q=2 kiBUDGIE UK licenceware. You should be in MEDIUM RES to view this listing. Try reading it through TEMPUS, DEVPAC, PERUSER, QUICKVIEW or FIRST WORD. Budgie UK PRODUCTIVITY range: 3.95 PRO 1 ELECTRONIC BANK STATEMENT by David G. Pullin Oct 1989 (single-sided) This is the sequel to HOME ACCOUNTS with many new features added: macros, code classification of statement entries, palette setting, disk management, printer access, real time clock. Standing orders are thoroughly covered. Up to three statements may reside in memory at once, each with up to one hundred entries. This program is an ideal tool to manage your bank transactions. Full explanations in doc. files. Full review in ST User, November 1990 PRO 2 THE BUDGIE UK PROGRAMMER'S LIBRARY v. 43 Double-sided disk full of machine-code routines, used by Budgie programmers to write their games. A working 'shell' example is supplied. More than 85 'basic-like' macros. Three years of developing and testing went into this collection. Subjects covered are sprites, screen handling, disk operations, interrupts, fonts, sound, scrolling, mouse and joystick handling, etc... Updates are available at regular intervals. PRO 3 SPRITE MASTER by Chris Skellern (single-sided) A professional sprite editing package tailored to suit most programming languages. Sprite sizes can be user-defined and stacked together to create a multi-size output file. Complete with display routines and restore buffers if required. The disk contains the Editor program, a short Demo game, example sprites, and a Neo-Sprite Master conversion kit. PRO 4 MOVING BYTES 1 (double-sided) Budgie first collection of utilities and screen effects: formatter, boot loader, virus guardian, text scroller, raster interrupts, 50 hz music, etc.. All programs with full documentation and in most cases full source code. A delight for the programmer or enthusiast. PRO 5 The SPRITES PORTFOLIO v 1.1 (d/sided) A collection of 500+ top quality sprites compiled by Eddie Bryan, ready to be incorporated in your own games. Various subjects, various sizes. All in Degas pi1 format. PRO 6 The MUSIC of The SHAPESHIFTERS vol 1 (d/sided) Twenty superb interrupt-driven tunes ready to be incorparated in your programs, many with full source code and note data provided. Also several outstanding quartet tunes (requires quartet.prg). As a bonus, 4 exceptional musical demos are also on this disk, including the superb 'Never in my Life, Claymore' Demo and the 'Hm' quartet music. PRO 7 MUZEXX MAKER (single-sided) by Malcolm Sparks This music package is intended for the programmer wanting to write rhythms, music and sound fx for games.. It outputs data to be loaded by a program and passed to an interrupt routine which controls the sound chip. Addressing the YM 2149 sound chip is now a much easier task. Generous examples and source codes are included. PRO 8 MUSIC CASSETTE PRINTER (single-sided) by Paul Dowers If you possess a library of music cassettes, this is the tool to enable you to produce accurate labels. Comprehensive editing and art facilities. Together with IMAGE GRABBER, also on this disk, excellent quality labels will be generated and output to Epson and other compatibles. PRO 9 TLB SOURCE CODE (double-sided) The Lost Boys The best way to conquer machine language is by learning from the Masters. And who better than The Lost Boys could possibly guide you through the wonderful world of demo writing. For the first time on one disk, the complete source code to the Megabang and Power demos. Devpac2 required. PRO 10 CLASSROOM MATHS (single-sided) by Paul Dowers Budgie's entry in the educational field. For students age 7 to 12. Four different scenarios (classroom, lift-off, rescue, goal), plus a sum editor allowing new questions to be entered, edited and saved to disk. Shapeshifters music. PRO 11 MUSIC of The SHAPESHIFTERS vol 2 (d/sided) More original tunes from Goth. Sixteen interrupt-driven PRG's callable from Basic or Assembler. More source codBUDGIE UK licenceware. All STE compatible. You should be in MEDIUM or HIGH RES to view this listing. Try reading it through TEMPUS, DEVPAC, PERUSER, QUICKVIEW or FIRST WORD. SINGLE-SIDED DISKS: BU 1 DAMONOID by Camy Maertens. The first BUDGIE game. Entirely written in machine code ( like most of our productions ). 20 planets, no less,have to be protected from Damonoid and its invading fleet. Action is fast. Time is running out. Any enemy impact on your planet causes havoc. You can sustain 13 direct hits. But, should the Damonoid itself land, the result would be fatal! BU 2 FOOTBALL 88 by Simon Rush. A complete manager game. Very addictive Mouse controlled. Colour only. This program has won worldwide acclaim: Game of The Month with 17 Bit Software. Game of the Year with FloppyShop Magazine. Being entirely Gem based, this Football Manager is extremely easy to play and contains many features that sets it apart from other offerings, its multi-user capability being one of them. If you are a budding soccer supremo this game is undoubtedly for you! BU 3 BLITZ III by Camy Maertens. This is a bombing raid with a different scenario: three aircraft fly in formation, all under joystick control. The aim of the game is to destroy the city before too much altitude is lost. With each bombing pass, the altitude drops inexorably. On some versions a rewarding bonus screen appears after each successful mission. This is a classic revisited: it first appeared on the VIC 2O in 1982. Budgie UK have added a new twist with multiple aircraft and variable height control. 'Challenging game...' (ST Format Feb 89) 'Camy has breathed new life into an old game' (ST User April 90) BU 4 OTHELLO by Jim Holmwood. This is an immaculate implementation of the board game of Reversi. It is entirely mouse controlled and plays a mean game. You may find it difficult to beat the computer, but this will maintain its appeal. Two versions are on this disk: one mono and the other colour. Also on same disk: TABLIT by Andy Osborne, a scrabble-like game for two or more players. Points are scored for the longest possible words. BU 5 PRO DARTS by Martyn Carr This is a mouse controlled simulation 5O1 down. All darts addicts will love this game and the somewhat hesitant pointer (too much beer perhaps) Speech commentary adds to the realism. Written in Fast Basic. One of the few easy-to-get-on-with darts games for the Atari ST. Now, with WHEELS of FORTUNE included. BU 6 DR BORIS by Alex Dewdney a TNT maniac is on the loose, lighting explosive devices in a maze of increasingly dangerous alleys. You have 1O seconds to defuse the bombs before the inevitable blast. There are many obstructions in your path, including walls and...skulls. Also on this disk, by the same author, PUZZLER a diabolical brain teaser. If you thought the rubik cube was tough wait until the PUZZLER reduces you to a nervous wreck ! BU 7 BALL ZONE by Ian Grainger An incredible Arkanoid type game, only better. Needless to say, this game is mouse controlled and has many levels. But the main attractions are the time counter which dramatically increases the tension and, also, the reassuring presence of base line tiles which will rescue you in desparate situations. The score is based on the number of tiles and parasites destroyed and on the time left at the end of each level. This is an absolute must for your collection! The first ever Quality game written in HiSoft Basic. 'As good as the 20 quid versions. A veritable tour de force' (Andrew Hutchinson, ST FORMAT December 90) BU 8 SPECULATOR by Camy Maertens Here we have a true to life simulation based on real futures markets. Keep your cool as the Index creates the drama. This game is for up to three players.You start with 5OOO points and have to correctly guess the direction of the market. Trends develop, reversals occur and sudden panics can cause havoc with the soundest strategies. Everything that could conceivably happen in real trading is reproduced in this simulation. The Index 'point and figure' chart unfolds before your eyes and reveals your profits or ...losses. Any open position carrying an excessive loss is automatically stopped. BU 9 TYCOON new version by Simon Rush. A mineral exploring game. The objective is to survey, test drill and eventually exploit various sites to extract valuable minerals. Mines have different levels of profitability. Other factors, such as world prices,currency fluctuations and production costs all have an effect on the profitability of the venture. BU 10 MONEYSPINNER by Jim Holmwood The slot machine is alive ! This accolade winning Budgie UK classic incorporates all the usual features: nudges, gambles, holds, and some more The scrolling is smooth and once again, the game is mouse controlled. Entirely written in 68OOO code, with digitized sound and hi-scores tables. State of the Art gambling! 'A very enjoyable game to say the least!..' (ST Action December 88) 94% rating: (STuffed Disk Magazine.) 'One of the best one-armed bandits available' (ST User April 90) BU 11 MAELSTROM by Marvey Mills A very smooth vertical scrolling space shoot_out. First, a meteorites field has to be negotiated, then other weird space objects are on collision course with your capsule. It's a matter of destroy or be destroyed. 68000 code again. BU 12 ACE INVADERS by Gary Wheaton The DEFINITIVE Space Invader ! Everything the all-time classic is or should be is in this game: speed, sound, drama, excitement. All collectors and connoisseurs will treasure this disk. 1990 version includes 'fast' version and eight new tunes. Number One PD Game at the 1988 Xmas Atari Show ! There is nothing to touch it, even commercial. 95% (STuffed Disk Magazine.) 'A good Budgie UK effort probably closest to the coin-op hit' (ST USER nov 1990) 3 stars (ST FORMAT July 89) 'highly-polished version on the theme' (Mark Smiddy ACE October 90) BU 13 ZENITH by Gary Wheaton A space combat for two players. Poised at the edge of universe, the two giant ships are set for battle. Mouse v. Joystick. Several convoys of aliens fly through space, wave after wave. Your mission is to intercept them. Your opponent has the same ambition and his space ship has to be destroyed. The ensuing battle is a delight for all arcade fanatics. Another classic! BU 14 GOLDRUSH by Mark Annetts (Colour version) A multi-level platform pursuit. The aim is to collect the gold while avoiding your pursuer. Joystick controlled. The puzzles are the main attraction of this platform game. This is the thinking man's version of Loderunner. Also on same disk: ZERPHOD by Ian Grainger: 3D maze challenge. Find the modules but avoid the beasties. (one of them is an.. elephant! Nasty). The search must be completed before ime runs out. BU15 PERILS of PENFOLD by Philip Bishop A superb graphic adventure with caves to explore, potions and spells to gather, ghosts and flying knives to avoid and puzzles to solve. Also included on this disk, by the same author: LINE of FOUR a fiendish connect game that will give hours of pleasure ...or frustration! Play against human or computer. 'One of my favourites from the Budgie stable' (ST User April 90) BU 16 WORD PUZZLE GENERATOR by Keith Bearman Medium res and hi res monochrome. You can play the puzzles on your monitor or print them on paper. Cheat (answer) grids are also generated. Puzzles, cheat sheets and word lists can be saved to disk for later use. Full on-line help. Because of its expandability, this program will keep you busy for a very long time. Jeremy Hughes' fantastic Font accessory accompanies this program. BU 17 MAKE A BREAK by Martyn Brown of 17Bit Software A truly exciting and colourful trivia quizz with very strong snooker connotations! The questions have different degrees of difficulty depending on the ball you decide to pot. Subjects covered are arts, the world, books, sports, science, the past, music etc.. Can you clear the table? The game is one of the best of the genre. Version 1.1 '5 stars' (ST Format December 89) 'Superb stuff. I would have been prepared to pay 20 pounds for this one' (Jayne West in ST User April 90) BU 18 PARABELLUM by Alex Dewdney. Confined to the deepest dungeon of the underworld, you must progress from chamber to chamber until you escape. Finding the obligatory keys, candles and artifacts is far from an easy task as evil creatures lurk in every corner: your plight is daunting! The is a challenging platform game with remarkable animated graphics and lasting appeal. 'better than certain well-hyped commercial games that go out at ten times the price' (Page 6) 'graphics are superb and gameplay on par with some commercial contemporaries' (ST User April 90) BU 19 TRI HELI by Gary Wheaton A pixel feast if ever there was one! Two blindingly fast games on one disk, plus several demos, all compacted to give you hours of arcade entertainment. Tri Heli and Cosmos are superb examples of 8-bit classics now at last gracing the Atari ST. This disk was the licenceware sensation of the 1989 Atari Fair. 'shows some of the true calibre of the Budgie authors' (ST User April 90) BU20 OPERATION ANGELICA by Camy Maertens Part one of the South Atlantic Conflict. Vertical scroller combining arcade and strategy. Your mission is to rescue British troops stranded on Buff Cove. The island has been mined. Time is critical and enemy aircraft are bombing you relentlessly... Nine action-packed levels! 'This is the only one which really disappointed me' (Jayne West, ST User April 90). What does she know anyway... BU21 IMPULSE by Ian Grainger At last a totally original concept! Each scene holds a cosmic detonator, strategically situated, and thoroughly guarded. First, marauding aliens have to be eliminated, using your rotating laser gun. Angles are critical if the laser is not to rebound on you. Eventually, the detonator is exposed and has to be hit. Eleven levels of bounces, trajectories and deflections. 'definitely addictive. 'Highly recommended' (Chris Caruana, Stuffed May 90) BU22 BANDIT by Gary Wheaton and the Shapeshifters Electronic slot machine with nudges up and down, holds, shoot-outs and a delightful page three bonus. Excellent music, superlative graphics. Only the Shapeshifters could have brought you this awesome arcade bonanza! Also on same disk, the Spartan demo. BU23 SPACE BLOB by Robin Edwards An immensely enjoyable platform game. Fifteen levels and three bonus screens. Collect the crystals and avoid the baddies. Try not to land on rugged terrain: Blob likes his landings soft and gentle. Music with all levels. Very addictive. Also on same disk: HAPPY the anti-virus smiling face. And more goodies! BU24 SLIPPERY SID by Neil Scrimgeour Sid is a very special snake. Emprisoned in a set of mazes, Sid has to munch his way through large quantities of pills. As he munches, he grows longer, shedding the odd tail just to confuse you. Nine mazes. Cheat mode and other options. Source code also included. BU25 SCARY by Eddie Bryan The haunted mansion in which your girl friend has been abducted is a den of evil and unnatural. Many rooms have to be searched before your task is complete. The hero in this game is a bat. There is a scene where the bat encounters a dodo which has to be killed and ...cooked. Weird things indeed. Music: The Shapeshifters BU26 CARRIER ATTACK by Keith Bearman Rediscover the drama and excitement of Battleships. Ten levels of computer intelligence. On levels nine and ten, you merely have to destroy the computer's two carriers to win the game. But then the computer has three shots against your one! Naval strategy of the highest intensity. 'very polished' (Stuffed, May 90) 'Four-star game!' (ST Format November 90) BU27 PSICOTIC by Philip Rankin A space shoot' em up in which you need to destroy an incoming fleet of alien ships and collect together parts of a bomb to destroy the fleet. Credits allow you to purchase extra missiles, a teleport system or an extra ship. Every fifth wave, you get the chance to earn bonus credits. BU28 SUB HUNT by the Oliver Bros A two player game set in some of the globe's hot spots: Tropics, Arctic, and Persian Gulf. Busy shipping lanes are under threat. Protect allied vessels and destroy enemy cargo. Helicoper v submarine. Also, by Paul Dowers: SEA FISHERMAN. A fishing simulator on the ST..! Prepare for exciting action, but do take a book with you, just in case... BU29 DEATH CAMP by Dave Blower The first text-based adventure from Budgie UK. Ample illustrations are nevertheless provided to convey the true atmosphere. The Japanese POW camp is your nightmare. Your objective: to escape! BU30 A QUEST FOR GALAXIA by Gary Wheaton and the Shapeshifters Part two of Budgie's tribute to the all-time classics. Rediscover the thrill and excitement of an immortal game. 10 levels of galactic chaos. High scores saved to disk. This game is without a doubt, the jewel in the Budgie collection. The Shapeshifters at their best! 'An excellent shoot-em-up' (ST USER, November 90) 'Amazing!' (Mark Smiddy, ACE October 90) BU31 INFERNO by Simon Brown Your task is to control a cunning demon in his bid to return to his cosy fire in hell. Your progress through a maze of tunnels is hazardous as boulders, skulls and un-hatched eggs are ever present. A fine variation on the boulderdash theme. BU32 RUNAWAY by Chris Skellern Guide a drone ship through the tunnels of the moon. The ship is out of control and cannot slow down! There is fuel on board, but friction against the tunnel walls depletes your shields. The pace is frantic. The journey is tortuous and unforgiving Also on same disk: ROTATUS by Tony Loton. A rotating experience in outer space. On the edge of the galaxy, your ship attempts to land on the nearest planet. Asteroids and boulders continuously cross your paths. Space marauders also gyrate on a collision course. Avoid them or shoot them! BU33 CRYSTAL CAVERNS by Robin Edwards The aim of the game is to explore 120 caves (!) and find three crystals. Most of the screens are populated with evil creatures and ghosts whose aim is to stop you. There are many special locations and spells to aid you in your quest. Making a map is strongly recommended. Spells should be tested before leaving the altars. Brilliant sprites. Smooth animation. Also, by the same author: HAPPY PUZZLER, a light-hearted approach to the puzzling world of glamour and eternal seduction. 'tricky... but good for a waggle'(Games Machine, October 90) BU34 SAFE AS HOUSES by Ven'ra The definitive computer implementation of the famous board game. Entirely mouse controlled. Up to eight players, whether humans or silicon! You can even let all eight computer players play at once and watch them outwit each other to gain the property market supremacy! Music: The Shapeshifters. 'All the features of the original. What more could you want?' (Richard Monteiro ST Format October 90) BU35 HOSTILE RECEPTION by The Happening Boiz A Xenon-type shoot-em up with 13 screens and a tie-rons bargain basement where credits can purchase equipment. Crab type aliens and endless nasties: how can you extricate yourself from this nightmare? Excellent graphics. Also available in mono on COM 16. Music by the Shapeshifters. BU36 DOGFIGHT by Philip Bishop This disk contains two classic games converted to the ST by the author of Perils of Penfold: In DOGFIGHT, you either play against the computer or another player. Either way you have to perform aerial manoeuvres to outwit and outgun the other aircraft. Fire from land-based trucks and barrage ballons don't make your task any easier. LIGHT CYCLES is a pixel-accurate game where the other player (or computer) has to be trapped in his own light beam. BU37 MR DIG by Robin Edwards Guide Mr Dig through the tunnels, and dig new ones, to collect the cherries. Avoid the baddies and crush them under apples. Collect crystals for bonus points. Use smart bombs when the going gets tough. Another superb classic from Robin Edwards. Also, from same author, TANK BATTLE: a two-player game where two tanks fire shells at each other, sometimes bouncing them off the walls. A re-make of a VCS (?!) classic. BU38 BUDGIE'S CROSSWORDS (I) by Jim Holmwood Electronic crosswords on your keyboard! A superb program working both in medium res colour, or glorious hi-res mono, with a vast collection of easy to medium difficulty crosswords. More will be released later. BU39 ONYX by Robin Edwards Your space craft has run out of fuel and is on the point of crashing. Your only hope is to shoot the many waves of aliens ships to gain more fuel. When a complete wave is hit, the last one drops a fuel capsule, which, when collected, boosts your fuel supply. Avoid contact with enemy ships, your shield drains the fuel supply very quickly. Fine parallax scrolling. BU40 DIZZY LIZZY by The Happening Boiz A really fine boulderdash variation from Eddie Bryan & Co. Packed with all the ingredients that make this type of g. 7 t&.. 7 tCHAIN4 PRGt 'CHAIN4 S :t )COLOURS PRGFt / TITLE PI1Pt 2B}HAIN3 S t IMI_18BS t %>TUNES DOC#t `*O.|*m - ЭЭ// Bg?<JNAO `:a:\example\title.pi1a:\example\colours.prga:\goth_2.prgB?< NA\#?<NNT3L@H/</<HyE?<?<KNABg/9N/9N?<NNO hBP 9N##^?<%NNT?</<0?<=NA3J@k3@ 9"//<}B?9?<?NA ?9?<>NAX 9 /?<NN\#^?<%NNT?<NAT#BA|?<%NNT## # >< yN#^?<%NNTQ?<NAT#>< yN#^?<%NNTQ?<NAT#A|## # ?9/ * Budgie UK chain4.s last updated Aug 6 1990 * * a chain program which loads a tune, then a picture, * waits for a key. When hit, scrolls screen down, * cuts out the music interrupt, but stores it in $210 * waits for key again. When hit, scrolls screen back up * recalls the interrupt: move.l $210,$4ce+4 * or, in Basic, Loke $4ce+4,leek($210) * Some earlier music by Goth was slotted in $4de. * This latest bath (August 1990) uses the V/b slot at $4ce+4 * (ie $4d2) so please note. * View in medium res * * comments (;) always FOLLOW the instructions * Devpac 2 required to assemble * Aug 2 1990 Music by Goth of The Shapeshifters * (c) Budgie UK , Camy Maertens and Shapeshifters *------------------------------------------** * reallocate unused memory to Gemdos m_shrink movea.l A7,A5 move.l #stack,A7 movea.l 4(A5),A5 move.l 12(A5),D0 add.l 20(A5),D0 add.l 28(A5),D0 addi.l #256,D0 move.l D0,-(A7) move.l A5,-(A7) clr.w -(A7) move.w #$4A,-(A7) trap #1 lea $0C(A7),A7 ; the above is the STANDARD gem start. We will only use the ram ; space that is strictly required. The rest may go back to gem. bra.s start name dc.b "a:\example\title.pi1",0 change d to a if necessary name1 dc.b "a:\tunes_2\bel*.prg",0 this is the tune. even ; bra.s start means 'branch (short) to start' ; in order to skip the above labels, which are not instructions ; dc.b means declare bytes start clr.l -(sp) Budgie progs ALWAYS run in supervisor move.w #$20,-(sp) trap #1 addq.l #6,SP move.l d0,super move.w #4,-(sp) get res trap #14 addq.l #2,sp move.w d0,res and save it movem.l $ff8240,d0-d7 save palette movem.l d0-d7,palette move.l #environment,-(sp) call program one ie music move.l #environment,-(sp) pea name1 whatever it is move.w #0,-(sp) chain this routine move.w #$4b,-(sp) execute it trap #1 adda.l #$10,sp ; above 'chained' prog can be anything. setlowrez clr.w -(a7) 0=low res move.l $44e,-(A7) -1=ignore physbase move.l $44e,-(A7) -1=ignore logbase move.w #5,-(A7) trap #14 lea 12(A7),A7 dc.w $a000 movea.l 8(a0),a0 clr.w (a0) dc.w $a00a hidemouse move.l $44e,d0 move.l d0,physbase save original 'physbase' sub.l #32768,d0 move.l d0,$45e show blank screen vsync move.w #37,-(sp) trap #14 addq.l #2,sp * load a degas picture at a specific address move.w #0,-(A7) 0 for open a file move.l #name,-(A7) name of picture to be loaded move.w #$3D,-(A7) code for open trap #1 ask o/s to do it add.l #8,sp adjust stack pointer move.w d0,handle store 'handle' returned in d0, in a safe place tst.w d0 test if negative by any chance... bmi error if so: file not found: branch to error move.w #$007,$ff8240 move.l physbase,d0 load direct to this address sub.l #34,d0 or more precisely, here. move.l d0,-(sp) pass load address to stack move.l #32066,-(A7) read 32066 bytes (ie a degas picture) move.w handle,-(A7) retrieve that handle move.w #$3F,-(A7) code for read trap #1 ask o/s to do it adda.l #$C,A7 adjust stack pointer when all done move.w handle,-(SP) retrieve handle again move.w #$3E,-(SP) code for close trap #1 ok do it addq.l #4,SP adjust stack as ususal move.l physbase,d0 put physbase address in a0 sub.l #32,d0 deduct 16 words from it move.l d0,-(SP) that's where the palette starts move.w #6,-(SP) call 'change palette' routine trap #14 ok addq.l #6,SP all done move.l physbase,$45e move.w #37,-(SP) vsync routine trap #14 ok do it addq.l #2,SP adjust stack ; wait for v/b to be certain move.w #$07,-(sp) getkey code trap #1 call o/s addq.l #2,sp move.l $4ce+4,$210 store vector in a safe place like $210 clr.l $4ce+4 kill vector: music stops lea $ff8800,a0 get sound chip address move.b #7,(a0) move.b #%11111111,2(a0) cut out any lingering noise... move.w #37,-(SP) vsync routine trap #14 ok do it addq.l #2,SP adjust stack ; wait for v/b to be certain move.l #$8000000,$ff8800 move.l #$9000000,$ff8800 move.l #$a000000,$ff8800 scrolldown move.w #27,d7 loop: 28 times .loop move.l $44e,a0 $44e is current screen add.l #-1280,a0 1280 is DIVISIBLE by 256 AND 160 ! move.l a0,$45e $45e is NEW screen pointer move.w #37,-(sp) vsync call: during this interrupt, trap #14 the value inside $45e will become addq.l #2,sp EFFECTIVE. dbra d7,.loop d7 unlikely to be corrupted by call move.w #$07,-(sp) getkey trap #1 addq.l #2,sp move.l $210,$4ce+4 retrieve vector: music restarts scrollup move.w #27,d7 .loop move.l $44e,a0 this time, we scroll add.l #1280,a0 the other way move.l a0,$45e move.w #37,-(sp) vsync trap #14 addq.l #2,sp dbra d7,.loop move.w #$07,-(sp) getkey trap #1 addq.l #2,sp error quit move.l #0,$4ce+4 music off lea $ff8800,a0 get sound chip move.b #7,(a0) move.b #%11111111,2(a0) cut out lingering noise move.l #$8000000,$ff8800 move.l #$9000000,$ff8800 move.l #$a000000,$ff8800 move.w res,-(sp) old resolution back move.l #-1,-(sp) no change in screen locations move.l #-1,-(sp) physical or otherwise move.w #5,-(sp) trap #14 call o/s add.l #12,sp ok screen now back as we found it movem.l palette,d0-d7 get those original palette colours again movem.l d0-d7,$ff8240 and pass them to video chip superout move.l super,-(SP) retrieve user stack pointer move.w #$20,-(SP) trap #1 addq.l #6,SP we're now back in user mode clr.w -(sp) exit to desktop trap #1 *------------------------------------- environment dc.b 0,0,0,0,0,0 even res dc.w 0 the original resolution handle dc.l 0 needed for opening files super dc.l 0 the original stack pointer physbase dc.l 0 the original screen address at start of prog palette ds.w 18 ds.w 256 512 bytes (more than enough) for our stack stack dc.l 0 our private stackacktes (more than enough) for our stack stack dc.l 0 our private s`*O*m - ЭЭ" Ҁ.A// ??<JNA B?< NA\A  #|/?< NA\?</<?<1NAG$y69*!SCj"<####& $fJE"9`#d`#d"9h#lh#l 9gRy~y~6*"*!tg "R ja 9gg "j j atg "j jag "j ja#3Nu (C) G.WHEATON. 45 GOLDRILL AVE BOLTON. 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F ??,|N1Lہ?oƀ"h`RB$w2DTב c̤0`2y\`pr{sWfG?A1~ρJwǀ-a};k`~0r` @a?mP(}@<g5d67-/cx| a@2x@@@#p h!Z! rB\Y@,ިpX'?x YX d5cEo%-H# MH ?iZ?%0R a@G|0]8z M>Q$ W?/}~ }4l?hf`c+!~|u-_W#?S=%\#!3 09H͏{se:b<`<҇/oBy; HH,n%\pp_`GAL@9TeR>R?j?Ƹ= J o%1= 7 l aa300 F φ?C ˆW=?PQ@; {ngf?*Ŀ@PNL LCHs,>&?  ͌sJ- ~W8 8O@@~PTCfW@22̀10Ͼ@qg?6 p΋΂1y\p,<<0 B@@ι}?,{|!vv/=`g@~~zg@؀?npVKorw?Ƅ?x00W 'S?@P'^o!>(b_ p kk&0 ׀[| `XD8;qpY&0?7"]*Gh@~!>hxϷL@o8H8HǷ 0CVfGK]&&i @Z@81?_?.| :;l  ^fLFy^~``fd||_L` O/&~0~yy?E H77;,s' cB`<4]bۿ@޴M`# XL >6inxuq> > <!7gp'w,?~100P[dOYB' 9 9I>hށ~DvŗL>?KO5 ,l\LyGppOp_R????TQ}A}??@]9T4Ӂ~Sgϗ?/П:CnKwO;Yy3y=y> &0ِِ&o==dsyaack^? 7D0*0#ppތ!s3303-32 v  ^%C?/06& |`޳`Yg77I?P?~]~Mc')D'0.1Ӡo;~h@}@? 8??msw>>sq]ZJ P7 6?|8=c (L zz@@s?SM:+ ~q)5!?? @/? g2 v.vcf_p(`???%.| X? `xC=7}`p4Ѓ?xS, ^'0~>?,??21|b7 ,z z z߅210? p>#~ځ̣?bG> H<h0>?f0C# n  T* ; DON'T FUCK ROUND ; the angel of death is my mother. CLR.L -(SP) ; Enter supervisor mode. MOVE.W #$20,-(SP) ; Super. TRAP #1 ADDQ.L #6,SP MOVE.L D0,SV SL EQU $FF8800 SD EQU $FF8802 move.b #7,sl move.b #%11111000,sd MOVE.B #$08,SL MOVE.B #15,SD MOVE.B #$0,SL MOVE.B #96,SD MOVE.B #$01,SL MOVE.B #$00,SD bi MOVE.B $469,D0 FT CMP.B $469,D0 BEQ.S FT bsr vbi CMP.B #97,$FFFC02 BNE BI lea $ff8800,a0 get sound chip move.b #7,(a0) move.b #%11111111,2(a0) cut out lingering noise move.l #$8000000,$ff8800 move.l #$9000000,$ff8800 move.l #$a000000,$ff8800 MOVE #$777,$FF8240 clr $FF8240+30 MOVE.L SV,-(SP) MOVE #$20,-(SP) TRAP #1 ADDQ.L #6,SP CLR -(SP) TRAP #1 VBI movem.l d0-d3/a0-a6,-(sp) ; add.b #230,dri ; BCC FLO ;\\\\\\\\\\\\\ MOVE.L UPTO,A2 MOVE CUNT,D3 MOVE.B 33(A2),D4 SSU SUBQ.W #1,D3 BPL.S PART1 COP MOVE.L #1,PNT0 MOVE.L #1,PNT1 MOVE.L #1,PNT2 MOVE.L #1,PNT3 MOVE.L #1,PNT4 MOVE.L #1,PNT5 MOVE.L #1,PNT6 MOVE.L #$9000000,SL ADD.L #36,a2 CMP.L #CHAN0,A2 BNE.S LLA LEA DOTH,A2 LLA MOVE 34(A2),D3 MOVE.B 33(A2),D4 PART1 CLR.B D2 BTST #1,D4 BEQ.S W1 MOVE.L (A2),A1 MOVE.L 4(A2),A0 BSR CHAN0 W1 BTST #2,D4 BEQ.S W2 MOVE.L 8(A2),A1 MOVE.L 12(A2),A0 BSR CHAN0 W2 MOVEQ.B #1,D2 BTST #3,D4 BEQ.S W3 MOVE.L 16(A2),A1 MOVE.L 20(A2),A0 BSR CHAN0 W3 BTST #4,D4 BEQ.S W4 MOVE.L 24(A2),A1 MOVE.L 28(A2),A0 BSR CHAN0 W4 MOVE.L A2,UPTO MOVE D3,CUNT ;--END OF VBI ;--------EXIT flo movem.l (sp)+,d0-d3/a0-a6 killer rts SV DC.L 0 DC.B " (C) G.WHEATON. 45 GOLDRILL AVE BOLTON. LANCS, U.K. " UPTO DC.L EE-36 CUNT DC.W 0 EVEN ;\\RUNNING ORDER SEQUENCE ee doth DC.L PNT5,fr DC.L PNT1,mb1 en DC.L PNT2,mb DC.L PNT3,drm3 DC.B 1,%00011110 DC.W -1+64*8 DC.L PNT5,sud DC.L PNT1,sud1 DC.L PNT2,sud DC.L PNT3,drm3 DC.B 1,%00011110 DC.W -1+64*8 DC.L PNT5,mb en1 DC.L PNT1,mb1 en DC.L PNT2,mb DC.L PNT3,drm3 DC.B 1,%00011110 DC.W -1+64*4 DC.L PNT5,mbc2 DC.L PNT1,mbc1 DC.L PNT2,mbc2 DC.L PNT3,drm DC.B 1,%00011110 DC.W -1+64*4 DC.L PNT5,mb en1 DC.L PNT1,mb1 en DC.L PNT2,mb DC.L PNT3,drm4 DC.B 1,%00011110 DC.W -1+64*4 DC.L PNT5,mbe DC.L PNT1,mbe+4 en DC.L PNT2,mbe DC.L PNT3,drm4 DC.B 1,%00011110 DC.W -1+64*2 DC.L PNT5,mbc1 DC.L PNT1,mbc1+4 DC.L PNT2,mbc1+8 DC.L PNT3,drm DC.B 1,%00011110 DC.W -1+64*2 CHAN0 ;\\\\\\\\\\\\\\\\\\\\\\ MOVE (A1),D0 ADD D0,A0 MOVE.L (A0),D1 ;GET NOTE 0 & DURATION MOVE.B 13(A1),D5 EXT.W D5 SWAP D1 ADD D5,D1 SWAP D1 CMP #$FFFF,D1 BNE CON2 CLR (A1) ;RESET TO START SUB D0,A0 MOVE.L (A0),D1 CON2 SUBQ.B #1,3(A1) ;NP0 BNE STILLON MOVE.L D1,6(A1) ;TMP0 \D1.W IS DURATION MOVE.L D1,20(A1);TEMP HOLD NOTE MOVE.B 26(A1),4(A1) ;VOL0 MOVE D1,2(A1) ;NP0 \SET NEW DURATION ADDQ.W #4,(A1) ; & INC POINTER STILLON ;\\VOLUME RFF ;\\\\\\\\\EFFECTS\\\\\\\\\\ NV0 MOVE.B 2(A1),D0 CMP.B #4,D0 BNE DOIT ADDQ.B #1,4(A1) RTS DOIT DZZ MOVE.B #7,SL MOVE.B #%11111000,SD BRA FCC EFCT DC.L FINK,VIB,WARB,DRUM,slip,WB1,WRP,SLW DC.L SLR,HOLD,TWERP,SLR1,inup,wwq,Half dc.l holl,coll,foll,aoll,eoll REPT 11 DC.L FINK ENDR FCC LEA EFCT,A6 AND #31,D0 ASL #2,D0 MOVE.L (A6,D0),A0 JSR (A0) MAZ ADDQ.B #1,4(A1) ;VOL0 MOVE.B 11(A1),SL MOVE.B 21(A1),SD ;TMP0+1 MOVE.B 12(A1),SL MOVE.B 20(A1),SD ;TMP0 CLR D0 MOVE.B 4(A1),D0 MOVE.B 10(A1),SL MOVE.B 28(A1,D0),D2 ;VOL0 MOVE.B D2,SD fink rts ;-------EFFECTS ROUTINES-------- ;1-256---DELAYED--VIBRATO------- coll addq.b #1,4(a1) bra wwq VV EOR.B #1,MC BEQ.S SDC VIB WWQ MOVE 16(A1),D1 ADD D1,18(A1) MOVE 14(A1),D1 CMP 18(A1),D1 BLT.S RIST KJ NEG D1 CMP 18(A1),D1 BGT.S RIST SAZ MOVE 6(A1),D1 ADD 18(A1),D1 MOVE D1,20(A1) SDC RTS RIST NEG 16(A1) BRA.S SAZ ;2-512------WARB DW----------- XX DC.B 0,0 WARB SAX ADDQ.B #2,4(A1) lSR 20(A1) CMP #28,20(A1) BGT.S PLOP MOVE 6(A1),20(A1) PLOP RTS ;3--768--------DRUM----------- DRUM SUBQ.B #1,19(A1) MOVE.B #7,SL MOVE.B #%11011000,SD MOVE.B #6,SL MOVE.B 19(A1),SD MOVE.B #5,SL MOVE.B 32(A2),SD MOVE.B #4,SL MOVE.B 21(A1),D0 ASL.B #5,D0 MOVE.B D0,SD JUNK RTS lil dc.b 0,0 ;------4 1024 slip ;5--1280-- WB1 moveq.w #0,d1 move.b 4(a1),d1 CMP #32,d1 BLT wwq move.b #32,4(a1) subq.w #6,6(a1) cmp #81*8,6(a1) bgT.s warp move #81*8,6(a1) warp BRA wwq ;6--1536-----WARB UP--------- WRP SDX addq.b #1,4(a1) LSR 20(A1) CMP #65,20(A1) BGT PLAP MOVE 6(A1),20(A1) PLAP bra vib ;7--1792---SLIDE-UP--WARBLE SLW MOVE.B #15,4(A1) ADD.W #49,20(A1) RTS ; MOVE.B #7,4(a1) ; BRA wwq ;--2048---SLIDE UP CONST VOL SLR MOVE.B #10,4(A1) SUB.W #43,20(A1) RTS YIN DC.B 0,0 ;9--2304-------HOLD------------- HOLD MOVE.B #50,4(A1) RTS ;------10 2560 TWERP MOVE.B #7,SL MOVE.B #%11011100,SD MOVE.B #6,SL MOVE.B 19(A1),SD RTS rts ;11-------2816 SLIDE UP WITH ADSR SLR1 addq.b #1,4(a1) dip rts tp dc.b 0,0 ;12-------3072 inup addq.b #3,4(a1) bra WWQ ;13- ; ;14--------dw A half ADDQ.B #1,RONK move.b RONK,d1 and #3,d1 asl #1,d1 move dw(pc,d1),20(a1) rts dw dc.w 144,96,72,96/2 ronk dc.b 0,0 ;15--------DW G holl tst.b 4(a1) bne VIB move.b #20,4(a1) BRA VIB ;17--------DW F Foll move.b #15,4(a1) ;18--------DW Am aoll addq.b #2,4(A1) addq.b #1,RONK move.b RONK,d1 and #3,d1 asl #1,d1 move aq(pc,d1),20(a1) rts aq dc.w 108,72,54,45 ;19--------DW E eoll addq.b #2,4(A1) BRA WARB VIB ;\\\\\\\\\\\\\\DATAS\\\\\\\\\\\\\\\ ;\\NOTE 1ST WORD. DURATION 2ND WORD ;\\\LEAD PNT0 DC.W 0 NP0 DC.W 1 DC.W 0 DC.L 0 DC.B 9,2,3 DC.B 1 ;ADD TO NOTE DC.W 5 ;VIB LIMIT DC.W 3 ;16(A1) ADD DC.W 0 ;VIB 18(A1) DC.L 0 ;TMP NOTE 20(A1) DC.B 1,1 ;VIB RATE 24(A1) DC.B 0,0 ;INITIAL VOL ;ADSR 28(A1) DC.B 15,14,13,13,12,12,12,11,11,11 DC.B 10,9 dcb.b 50,9 dcb.b 50,8 DCb.B 50,7 DCb.B 50,6 EVEN ;\\\MIDDLE PNT1 DC.W 0 DC.W 1 ;EFFECT & DURATION 2(A1) DC.B 0,0 DC.L 0 DC.B 9,2,3 DC.B 0 ;ADD 13(A1) DC.W 4 ;VIB LIMIT DC.W 3 ;VIB ADD 16(A1) DC.W 0 ;VIB 18(A1) DC.L 0 ;TEMP NOTE 20(A1) DC.B 1,1 ;VIB RATE 24)A1) DC.B 0,0 ;INITIAL VOL ;ADSR 28(A1) DC.B 15,15,15,14,14,14,13,13,13,13 dcb.b 8,12 dcb.b 8,11 dcb.b 8,10 dcb.b 8,9 dcb.b 120,8 dcb.b 40,6 dcb.b 40,5 EVEN ;\\\BASS PNT2 DC.W 0 DC.W 1 ;2(A1) DURATION DC.B 0,0 ;4(A1) DC.L 0 ;6 DC.B 10,4,5 ;10(A1) VOL REG DC.B 1 ;ADD TO NOTE 13(A1) DC.W 2 ;VIB LIMIT DC.W 3 ;VIBRATO ADD 16(A1) DC.W 2 ;VIB 18(A1) DC.L 0 ;TMP NOTE 20(A1) DC.B 1,1 ;VIB RATE DC.B 0,0 ;INITIAL VOL 26(A1) ;\ADSR 28(A1) ADSR *-* dc.b 15,15,15,14,14,13,12,12 DCB.B 8,12 DCB.B 8,11 DCB.B 20,10 DCB.B 10,9 DCB.B 10,8 DCB.B 20,7 DCB.B 20,5 DCB.B 50,4 DCB.B 150,3 EVEN PNT3 DC.W 0 NP3 DC.W 1 ;2(A1) DURATION DC.B 0,0 ;4(A1) DC.L 0 ;6 DC.B 10,6,11 ;10(A1) VOL REG DC.B -1 ;ADD 13(A1) DC.W 4 ;VIB LIMIT DC.W 3 ;VIBRATO ADD 16(A1) DC.W 0 ;VIB 18(A1) DC.L 0 ;TMP NOTE 20(A1) DC.B 1,1 ;VIB RATE DC.B 0,0 ;INITIAL VOL 26(A1) ;\ADSR 28(A1) DC.B 15,15,14,13,12,11,11,11 DC.B 10,9,8,8,7,7,6,5,4,3,2,1 EVEN PNT4 DC.W 0 NP4 DC.W 1 ;2(A1) DURATION DC.B 0,0 ;4(A1) DC.L 0 DC.B 9,2,3 ;10(A1) VOL REG DC.B 0 ;ADD 13(A1) DC.W 3 ;VIB LIMIT DC.W 4 ;VIBRATO ADD 16(A1) DC.W 0 ;VIB 18(A1) DC.L 0 ;TMP NOTE 20(A1) DC.B 1,1 ;VIB RATE DC.B 0,0 ;INITIAL VOL 26(A1) ;\ADSR 28(A1) DC.B 11,11,11,12,12,12 DCB.B 10,13 DC.B 13,13,12,12,11,11 DCB.B 5,10 DCB.B 22,8 DCB.B 22,6 PNT5 DC.W 0 DC.W 1 ;EFFECT & DURATION 2(A1) DC.B 0,0 DC.L 0 DC.B 8,0,1 DC.B 0 ;ADD 13(A1) DC.W 2 ;VIB LIMIT DC.W 1 ;VIB ADD 16(A1) DC.W 0 ;VIB 18(A1) DC.L 0 ;TEMP NOTE 20(A1) DC.B 1,1 ;VIB RATE 24)A1) DC.B 0,0 ;INITIAL VOL ;ADSR 28(A1) dc.b 15,15,14,14,13 DCb.B 6,12 DCb.B 6,11 DCb.B 2,12 DCb.B 2,11 DCb.B 2,10 DCb.B 2,9 DCb.B 10,8 DCb.B 50,7 DCb.B 50,6 DCb.B 20,5 DCb.B 20,4 DCb.B 80,3 PNT6 DC.W 0 DC.W 1 ;EFFECT & DURATION 2(A1) DC.B 0,0 DC.L 0 DC.B 9,2,3 DC.B 0 ;ADD 13(A1) DC.W 4 ;VIB LIMIT DC.W 5 ;VIB ADD 16(A1) DC.W 0 ;VIB 18(A1) DC.L 0 ;TEMP NOTE 20(A1) DC.B 1,1 ;VIB RATE 24)A1) DC.B 0,0 ;INITIAL VOL ;ADSR 28(A1) DC.B 15,15,14,14,13,12,13,12,12,12,11,11,11,10,10,10 DC.B 14,13,13,13,13,12,12,11 dc.b 13,12,11,11,10,10,9,8 dc.b 13,12,11,11,10,10,9,8 dc.b 13,12,11,11,10,10,9,8 dc.b 13,12,11,11,10,10,9,8 dc.b 12,12,11,11,10,10,9,8 dc.b 12,12,11,11,10,10,9,8 dc.b 12,12,11,11,10,10,9,8 dc.b 11,11,10,10,9,8,7,6 dc.b 11,11,10,10,9,8,7,6 dc.b 11,11,10,10,9,8,7,6 dc.b 11,11,10,10,9,8,7,6 dc.b 10,10,9,8,7,6,5,4 dc.b 10,10,9,8,7,6,5,4 dc.b 10,10,9,8,7,6,5,4 dc.b 10,10,9,8,7,6,5,4 dc.b 8,7,6,5,4,3,2,1 dc.b 8,7,6,5,4,3,2,1 dc.b 8,7,6,5,4,3,2,1 dc.b 8,7,6,5,4,3,2,1 dc.b 8,7,6,5,4,3,2,1 dc.b 6,5,4,3,2,1,1,1 dc.b 6,5,4,3,2,1,1,1 dc.b 6,5,4,3,2,1,1,1 dc.b 6,5,4,3,2,1,1,1 dc.b 5,4,3,2,1,1,1,1 dc.b 5,4,3,2,1,1,1,1 dc.b 5,4,3,2,1,1,1,1 dc.b 5,4,3,2,1,1,1,1 dc.b 5,4,3,2,1,1,1,1 EVEN TE2 DC.W 2,3 MAX DC.B 71,32,87,72,69,65,84,79,78 DRI DC.B 251,0 MIN DC.B 0,0 MC DC.B 0,0 EVEN ;-----------MUSIC DATA D=2304 v=256 NULL DC.W 2,128+2304 DC.W $FFFF,$FFFF drm dc.w 2,1+2560 dc.w 0,7+1024 dc.w 2,1+2560 dc.w 0,7+1024 dc.w 2,1+2560 dc.w 0,7+1024 dc.w 2,1+2560 dc.w 0,7+1024 dc.w 2,1+2560 dc.w 0,7+1024 dc.w 8,3+768 dc.w 8,5+1024 dc.w 2,1+2560 dc.w 0,7+1024 drm1 dc.w 2,1+2560 dc.w 0,7+1024 DC.W $FFFF,$FFFF drm3 dc.w 31,3+768 dc.w 8,21+1024 dc.w 2,1+2560 dc.w 0,7+1024 dc.w 1,4+768 dc.w 8,8+12+1024 dc.w 0,1+768 dc.w 8,15+1024 dc.w 0,1+768 dc.w 8,15+1024 dc.w 8,3+768 dc.w 8,5+1024 dc.w 1,2+768 dc.w 1,4+1024 dc.w 8,10+1024 dc.w 5,16+2560 DC.W $FFFF,$FFFF drm4 dc.w 31,3+768 dc.w 8,21+1024 dc.w 2,1+2560 dc.w 0,7+1024 dc.w 1,4+768 dc.w 8,8+12+1024 dc.w 0,1+768 dc.w 0,15+1024 dc.w 0,1+768 dc.w 0,15+1024 dc.w 8,3+768 dc.w 0,5+1024 dc.w 1,2+768 dc.w 0,6+1024 dc.w 4,2+768 dc.w 0,6+1024 dc.w 1,2+768 dc.w 0,6+1024 ;dc.w 1,2+768 dc.w 0,8+1024 DC.W $FFFF,$FFFF WOO DC.W 0,2*96+D DC.W 0,48+D woo21 DC.W 162*16,54+2048 DC.W 162*8,36+1792 DC.W $FFFF,$FFFF WOO1 DC.W 0,2*96+D DC.W 0,96+D woo2 DC.W 108*4,48+1792 DC.W $FFFF,$FFFF e=15*256 s=2 men DC.W 216*s,24 +v DC.W 108*s,16 +v DC.W 121*s,16 +v DC.W 128*s,8 + v DC.W 144*s,24+v DC.W 108*s,16 +v DC.W 121*s,16 +v DC.W 128*s,8 +v DC.W 144*s,24+v DC.W 108*s,16 +v DC.W 121*s,16 +v DC.W 128*s,8 +v DC.W 144*s,24+v DC.W 108*s,16+v DC.W 121*s,16+v DC.W 128*s,8+v DC.W $FFFF,$FFFF men1 DC.W 85*4,1+e DC.W 54*4,1+e DC.W 72*4,1+e DC.W $FFFF,$FFFF mb DC.W 121*16,8+v DC.W 108*16,8+v DC.W 108*8,8+v DC.W 108*16,8+v DC.W 108*16,8+v DC.W 108*16,8+v DC.W 108*16,8+v DC.W 108*16,8+v DC.W $FFFF,$FFFF mb1 DC.W 121*8,8+v DC.W 108*8,8+v DC.W 108*4,8+v DC.W 108*8,8+v DC.W 108*16,4+v DC.W 108*16,4+v DC.W 108*16,4+v DC.W 108*16,4+v DC.W 108*8,8+v DC.W 108*8,8+v DC.W $FFFF,$FFFF mbc2 DC.W 182*8,8+v DC.W 162*8,8+v DC.W 162*4,8+v DC.W 162*16,8+v DC.W 162*8,8+v DC.W 162*4,8+v DC.W 162*8,8+v DC.W 162*8,8+v DC.W 182*8,8+v DC.W 162*8,8+v DC.W 162*4,8+v DC.W 162*16,8+v DC.W 162*8,8+v DC.W 162*1,24+v ; DC.W 162*8,8+v ; DC.W 162*8,8+v DC.W $FFFF,$FFFF mbc DC.W 162*8,8+v DC.W 162*8,8+v DC.W 162*4,8+v DC.W 0,8+d DC.W 162*8,8+v DC.W 162*8,8+v DC.W 162*16,8+v DC.W 81,8+d DC.W $FFFF,$FFFF mbc1 DC.W 162*16,8+v DC.W 162*16,8+v DC.W 162*8,8+v DC.W $FFFF,$FFFF mbe DC.W 144*8,8+v DC.W 144*8,8+v DC.W 144*4,8+v DC.W 0,8+d DC.W 144*8,8+v DC.W 144*8,8+v DC.W 144*16,8+v DC.W 72,8+d DC.W $FFFF,$FFFF u=2 man DC.W 162*u,24 +v DC.W 216*u,16 +v DC.W 216*u,16 +v DC.W 216*u,8 +v DC.W 192*u,24 +v DC.W 192*u,16 +v DC.W 192*u,16 +v DC.W 192*u,8 +v DC.W 172*u,24 +v DC.W 172*u,16 +v DC.W 172*u,16 +v DC.W 172*u,8 +v DC.W 192*u,24+v DC.W 192*u,16+v DC.W 192*u,16+v DC.W 192*u,8+v dc.w 217*u,32 DC.W $FFFF,$FFFF j=2 c=0 man1 DC.W 81*4,1+e DC.W 108*4,1+e DC.W 128*4,1+e DC.W $FFFF,$FFFF t=512 n=2 fr1 DC.W 216*s,3 +v r=1 fr dc.w 108/2,4+t dc.w 102/2,4+t dc.w 96/2,8+t dc.w 102/2,4+t dc.w 96/2,4+t dc.w 91/2,8+t dc.w 96/2,4+t dc.w 91/2,4+t dc.w 85/2,8+t dc.w 91/2,4+t dc.w 85/2,4+t dc.w 81/2,8+t dc.w 72/2,4+t dc.w 85/2,4+t dc.w 108/2,8+t dc.w 81/2,4+t dc.w 96/2,4+t dc.w 121/2,8+t dc.w 85/2,4+t dc.w 102/2,4+t dc.w 128/2,8+t dc.w 108/2,4+t dc.w 121/2,4+t dc.w 144/2,8+t dc.w 108/4,4+t dc.w 102/4,4+t dc.w 96/4,8+t dc.w 102/4,4+t dc.w 96/4,4+t dc.w 91/4,8+t dc.w 96/4,4+t dc.w 91/4,4+t dc.w 85/4,8+t dc.w 91/4,4+t dc.w 85/4,4+t dc.w 81/4,8+t dc.w 72/4,4+t dc.w 85/4,4+t dc.w 108/4,8+t dc.w 81/4,4+t dc.w 96/4,4+t dc.w 121/4,8+t dc.w 85/4,4+t dc.w 102/4,4+t dc.w 128/4,8+t dc.w 108/4,4+t dc.w 121/4,4+t dc.w 144/4,8+t DC.W $FFFF,$FFFF sud dc.w 121*8,112+v dc.w 108*8,8 dc.w 108*8,8 dc.w 121*8,56+v dc.w 108*8,8 dc.w 121*8,8 dc.w 121*8,8 dc.w 121*16. * t`.. * tLIANE S t aGDAFT S t s8COLORS S t 'GARY S t d=ANOTE S Vt g)1930 S t 9>ANOTE ASCTt 8) ; DON'T FUCK ROUND ; the angel of death is my mother. CLR.L -(SP) ; Enter supervisor mode. MOVE.W #$20,-(SP) ; Super. TRAP #1 ADDQ.L #6,SP MOVE.L D0,SV SL EQU $FF8800 SD EQU $FF8802 LEA SL,A0 moveq #14,d0 ipa move.l d0,(a0) dbra d0,ipa move.b #7,(a0) move.b #%11111000,2(a0) MOVE.L #$08000000,(A0) MOVE.L #$09000000,(A0) MOVE.L #$0A000000,(A0) bi MOVE.B $469,D0 FT CMP.B $469,D0 BEQ.S FT move #4000,d0 aaa dbra d0,aaa clr $ff8240 bsr vbi move #$666,$ff8240 CMP.B #97,$FFFC02 BNE BI lea $ff8800,a0 get sound chip move.b #7,(a0) move.b #%11111111,2(a0) cut out lingering noise move.l #$8000000,$ff8800 move.l #$9000000,$ff8800 move.l #$a000000,$ff8800 MOVE #$777,$FF8240 clr $FF8240+30 MOVE.L SV,-(SP) MOVE #$20,-(SP) TRAP #1 ADDQ.L #6,SP CLR -(SP) TRAP #1 VBI lea sl,a3 ;\\\\\\\\\\\\\ MOVE.L UPTO,A2 MOVE CUNT,D3 MOVE.B 33(A2),D4 SSU SUBQ.W #1,D3 BPL PART1 COP move.l #1,d1 MOVE.L d1,PNT1 MOVE.L d1,PNT2 MOVE.L d1,PNT3 MOVE.L d1,PNT4 MOVE.L d1,PNT5 MOVE.L #$9000000,(a3) Lea 36(a2),a2 CMP.L #CHAN0,A2 BNE.S LLA LEA DOTH,A2 LLA MOVE 34(A2),D3 MOVE.B 33(A2),D4 PART1 moveq.w #0,d2 BTST #1,D4 BEQ.S W1 MOVE.L (A2),A1 MOVE.L 4(A2),A0 BSR CHAN0 W1 BTST #2,D4 BEQ.S W2 MOVE.L 8(A2),A1 MOVE.L 12(A2),A0 BSR CHAN0 W2 MOVEQ.B #1,D2 BTST #3,D4 BEQ.S W3 MOVE.L 16(A2),A1 MOVE.L 20(A2),A0 BSR CHAN0 W3 BTST #4,D4 BEQ.S W4 MOVE.L 24(A2),A1 MOVE.L 28(A2),A0 BSR CHAN0 W4 MOVE.L A2,UPTO MOVE D3,CUNT ;--END OF VBI ;--------EXIT killer rts flo dc.b 0,0 SV DC.L 0 DC.B " (C) G.WHEATON. 45 GOLDRILL AVE BOLTON. LANCS, U.K. " even UPTO DC.L EE-36 CUNT DC.W 0 EVEN ;\\RUNNING ORDER SEQUENCE ee DC.L PNT5,boo DC.L PNT1,boo DC.L PNT2,goo DC.L PNT3,drm DC.B 1,%00001110 DC.W -1+64*8 DC.L PNT5,noo DC.L PNT1,boo DC.L PNT2,doo DC.L PNT3,drm1 DC.B 2,%00011110 DC.W -1+64*8 DC.L PNT5,boo DC.L PNT1,yoo DC.L PNT2,doo DC.L PNT3,drm1 DC.B 2,%00011110 DC.W -1+64*8 DC.L PNT5,la DC.L PNT1,la DC.L PNT2,ba DC.L PNT3,drm1 DC.B 0,%00011110 DC.W 255 DC.L PNT5,lc DC.L PNT1,lc DC.L PNT2,bc DC.L PNT3,drm1 DC.B 0,%00011110 DC.W 127 DC.L PNT5,ld DC.L PNT1,bd DC.L PNT2,ld DC.L PNT3,drm1 DC.B 1,%00011110 DC.W 127 DC.L PNT5,le DC.L PNT1,be DC.L PNT2,le DC.L PNT3,drm1 DC.B 1,%00011110 DC.W 127 DC.L PNT5,lee DC.L PNT1,be DC.L PNT2,le DC.L PNT3,drm1 DC.B 1,%00011110 DC.W 127 DC.L PNT5,lee DC.L PNT1,be DC.L PNT2,le DC.L PNT3,drm1 DC.B 1,%00011110 DC.W 127 DC.L PNT5,lee DC.L PNT1,be DC.L PNT2,le DC.L PNT3,drm1 DC.B 1,%00011110 DC.W 127 DC.L PNT5,bb DC.L PNT1,be DC.L PNT2,bb4 DC.L PNT3,drm1 DC.B 1,%00001110 DC.W 511 DC.L PNT5,null DC.L PNT1,be DC.L PNT2,null DC.L PNT3,drm DC.B 1,%00001110 DC.W 255 DC.L PNT4,www DC.L PNT1,www1 DC.L PNT2,www DC.L PNT3,DRM DC.B 1,%00011110 DC.W 767 DOTH DC.L PNT4,NT1 DC.L PNT1,www nt1 DC.L PNT2,wwX DC.L PNT3,DRM DC.B 1,%00011110 DC.W 767 DC.L PNT4,tune DC.L PNT1,www tune DC.L PNT2,tune22 DC.L PNT3,DRM DC.B 1,%00011110 DC.W -1+8*64 DC.L PNT4,tunes DC.L PNT1,ww8 DC.L PNT2,ww88 DC.L PNT3,DRM DC.B 1,%00011110 DC.W -1+3*64 DC.L PNT4,tunes1 DC.L PNT1,ww12 DC.L PNT2,ww12 DC.L PNT3,DRM DC.B 1,%00011110 DC.W 63 DC.L PNT4,NT1 DC.L PNT1,reg nt1 DC.L PNT2,www DC.L PNT3,DRM DC.B 1,%00011110 DC.W 767 DC.L PNT4,NT1 DC.L PNT1,git nt1 DC.L PNT2,www DC.L PNT3,DRM DC.B 1,%00011110 DC.W 767 DC.L PNT4,www DC.L PNT1,git DC.L PNT2,git1 DC.L PNT3,DRM1 DC.B 1,%00011110 DC.W 767 DC.L PNT4,www DC.L PNT1,www DC.L PNT2,www1 DC.L PNT3,DRM DC.B 1,%00011110 DC.W 767 DC.L PNT4,www DC.L PNT1,nt1 DC.L PNT2,reg DC.L PNT3,DRM1 DC.B 1,%00011110 DC.W 767 DC.L PNT4,www DC.L PNT1,nt1 DC.L PNT2,git DC.L PNT3,DRM1 DC.B 1,%00011110 DC.W 767 CHAN0 ;\\\\\\\\\\\\\\\\\\\\\\ MOVE (A1),D0 ADD D0,A0 MOVE.L (A0),D1 ;GET NOTE 0 & DURATION MOVE.B 13(A1),D5 EXT.W D5 SWAP D1 ADD D5,D1 SWAP D1 CMP #$FFFF,D1 BNE CON2 CLR (A1) ;RESET TO START SUB D0,A0 MOVE.L (A0),D1 CON2 SUBQ.B #1,3(A1) ;NP0 BNE STILLON MOVE.L D1,6(A1) ;TMP0 \D1.W IS DURATION MOVE.L D1,20(A1);TEMP HOLD NOTE MOVE.B 26(A1),4(A1) ;VOL0 MOVE D1,2(A1) ;NP0 \SET NEW DURATION ADDQ.W #4,(A1) ; & INC POINTER STILLON ;\\VOLUME RFF ;\\\\\\\\\EFFECTS\\\\\\\\\\ NV0 MOVE.B 2(A1),D0 CMP.B #4,D0 BNE DOIT ADDQ.B #1,4(A1) RTS DOIT DZZ MOVE.B #7,(a3) MOVE.B #%11111000,2(a3) BRA FCC EFCT DC.L FINK dc.l VIB,WARB dc.l DRUM,slip dc.l silent dc.l amin dc.l cmin dc.l dmin dc.l emin dc.l sub dc.l gmin dc.l slide dc.l qdrum dc.l warb1 FCC LEA EFCT,A6 AND #31,D0 ASL #2,D0 MOVE.L (A6,D0),A0 JSR (A0) MAZ ADDQ.B #1,4(A1) ;VOL0 ;move ji,d0 ;move 20(a1),d1 ;lsr d0,d1 ;move d1,20(a1) MOVE.B 11(A1),(a3) MOVE.B 21(A1),2(a3) ;TMP0+1 MOVE.B 12(A1),(a3) MOVE.B 20(A1),2(a3) ;TMP0 moveq.w #0,D0 MOVE.B 4(A1),D0 MOVE.B 10(A1),(a3) MOVE.B 28(A1,D0),2(a3) ;VOL0 fink rts ;-------EFFECTS ROUTINES-------- ;1-256---DELAYED--VIBRATO------- VIB moveq.w #0,d1 move.b 4(a1),d1 cmp #10,d1 blt.s sac WWQ MOVE 16(A1),D1 ADD D1,18(A1) MOVE 14(A1),D1 CMP 18(A1),D1 BLT.S RIST KJ NEG D1 CMP 18(A1),D1 BGT.S RIST SAZ MOVE 6(A1),D1 ADD 18(A1),D1 MOVE D1,20(A1) SDC RTS RIST NEG 16(A1) BRA.S SAZ sac move 6(a1),20(a1) rts ;2-512------WARB DW----------- WARB addq.b #1,4(A1) warb1 addq.w #1,fluk and #7,fluk lsr 20(A1) add.b #90,li bcc.s plop MOVE 6(A1),20(A1) move fluk,d1 asl #1,d1 move ha(pc,d1),d1 add d1,20(a1) PLOP RTS ha dc.w 0,1,0,1,0,-1,0,-1 ;3--768--------DRUM----------- DRUM SUBQ.B #1,21(A1) MOVE.B #7,(a3) MOVE.B #%11011000,2(a3) MOVE.B #6,(a3) MOVE.B 21(A1),2(a3) MOVE.B #5,(a3) MOVE.B 32(A2),2(a3) MOVE.B #4,(a3) MOVE.B 21(A1),D0 ASL.B #4,D0 MOVE.B D0,2(a3) RTS ;------5*256 silent move.b #50,4(a1) rts slip move.b #12,4(a1) rts ; 1536 *-*-*-*-* amin *-*-*-*-* amin lea am,a4 bra.s routn ;7 *-*-*-*-* cmin *-*-*-*-* cmin lea cm,a4 bra.s routn ;8 *-*-*-*-* dmin *-*-*-*-* dmin lea dm,a4 bra.s routn ;9 *-*-*-*-* emin *-*-*-*-* emin lea em,a4 routn addq #1,mon move mon,d1 and #7,d1 asl #1,d1 move (a4,d1),20(a1) rts am dc.w 144,121,96,72,60,47,288,36 cm dc.w 121,81,47,60,242,30,81,30 dm dc.w 108,54,85,288,54,108,72,54 em dc.w 96,91,72,47,192,182,47/2 gm dc.w 162,108,81,64,54,128,162,81 mon dc.w 0 ;10 sub move.b #150,4(A1) RTS ;11 *-*-*-*-* gmin *-*-*-*-* gmin lea gm,a4 bra.s routn ;12 slide ; cmp.b #5,4(a1) ; blt.s xzaa subq #1,20(a1) move.b #46,4(a1) xzaa rts ; 13 qdrum qdrum move.b #5,4(a1) subq.w #2,20(a1) subq.w #2,6(a1) bra warb rts ;\\\\\\\\\\\\\\DATAS\\\\\\\\\\\\\\\ ;\\NOTE 1ST WORD. DURATION 2ND WORD ;\\\LEAD ;\\\MIDDLE PNT1 DC.W 0 DC.W 1 ;EFFECT & DURATION 2(A1) DC.B 0,0 DC.L 0 DC.B 9,2,3 DC.B 0 ;ADD 13(A1) DC.W 4 ;VIB LIMIT DC.W 3 ;VIB ADD 16(A1) DC.W 0 ;VIB 18(A1) DC.L 0 ;TEMP NOTE 20(A1) ti DC.B 1,1 ;VIB RATE 24)A1) DC.B 0,0 ;INITIAL VOL ;ADSR 28(A1) dc.b 15,15,15,14,14,13,13,12,11 dcb.b 12,9 dcb.b 8,10 dcb.b 8,10 dcb.b 8,11 dcb.b 8,12 dcb.b 8,13 dcb.b 16,14 dc.b 13,13,13,13,12,12,12,11,11,11,11 dcb.b 32,10 dcb.b 32,9 dcb.b 8,2 EVEN ;\\\BASS PNT2 DC.W 0 DC.W 1 ;2(A1) DURATION DC.B 0,0 ;4(A1) DC.L 0 ;6 DC.B 10,4,5 ;10(A1) VOL REG DC.B 1 ;ADD TO NOTE 13(A1) DC.W 5 ;VIB LIMIT DC.W 6 ;VIBRATO ADD 16(A1) DC.W 2 ;VIB 18(A1) DC.L 0 ;TMP NOTE 20(A1) li DC.B 1,1 ;VIB RATE DC.B 0,0 ;INITIAL VOL 26(A1) ;\ADSR 28(A1) ADSR *-* DC.B 15,15,14,14,13,13,12,12,11,11,10,10,9,9,9,9 dcb.b 10,8 DC.B 8,9,9,9,10,10,10,9,8,7,6 dcb.b 10,5 dc.b 5,3,5,6,5,4,5,6,5,4,5,4 dcb.b 100,3 EVEN PNT3 DC.W 0 NP3 DC.W 1 ;2(A1) DURATION DC.B 0,0 ;4(A1) DC.L 0 ;6 DC.B 10,6,11 ;10(A1) VOL REG DC.B 0 ;ADD 13(A1) DC.W 5 ;VIB LIMIT DC.W 3 ;VIBRATO ADD 16(A1) DC.W 0 ;VIB 18(A1) DC.L 0 ;TMP NOTE 20(A1) fluk DC.B 0,0 ;VIB RATE DC.B 0,0 ;INITIAL VOL 26(A1) ;\ADSR 28(A1) DC.B 15,15,15,14,13,12,11,10,9,8 dcb.b 5,0 PNT4 DC.W 0 DC.W 1 ;EFFECT & DURATION 2(A1) DC.B 0,0 DC.L 0 DC.B 8,0,1 DC.B 0 ;ADD 13(A1) DC.W 4 ;VIB LIMIT DC.W 3 ;VIB ADD 16(A1) DC.W 0 ;VIB 18(A1) DC.L 0 ;TEMP NOTE 20(A1) DC.B 1,1 ;VIB RATE 24)A1) DC.B 0,0 ;INITIAL VOL ;ADSR 28(A1) DC.B 15,15,15,14,14,13,12,11,11,10,10,10 DCB.B 8,11 DC.B 10,9 DCb.B 32,8 DCb.B 16,7 DCb.B 16,9 DCb.B 16,10 DCb.B 8,11 DCb.B 8,12 DCb.B 8,13 DCb.B 16,14 DCb.B 8,12 DCb.B 8,11 DCb.B 8,10 DCb.B 32,9 DCb.B 32,8 DCb.B 32,5 PNT5 DC.W 0 DC.W 1 ;EFFECT & DURATION 2(A1) DC.B 0,0 DC.L 0 DC.B 8,0,1 DC.B 0 ;ADD 13(A1) DC.W 2 ;VIB LIMIT DC.W 2 ;VIB ADD 16(A1) DC.W 0 ;VIB 18(A1) DC.L 0 ;TEMP NOTE 20(A1) DC.B 1,1 ;VIB RATE 24)A1) DC.B 0,0 ;INITIAL VOL ;ADSR 28(A1) DC.B 15,13,12,12,11,11,11,11,10 DCb.B 8,10 DCb.B 8,9 DCb.B 16,7 DCb.B 16,6 DCb.B 32,5 DCb.B 32,4 DCb.B 32,3 MAX DC.B 71,32,87,72,69,65,84,79,78 EVEN ;-----------MUSIC DATA D=1024+256 v=256 vv=6*256 NULL DC.W 2,128+5*256 DC.W $FFFF,$FFFF drm dc.w 16,3+768 dc.w 0,13+1024 dc.w 2,1+768 dc.w 0,7+1024 dc.w 2,1+768 dc.w 0,7+1024 DC.W $FFFF,$FFFF drm1 dc.w 0,1+1024 dc.w 3,1+768 dc.w 0,15+1024 dc.w 1,1+768 dc.w 0,14+1024 DC.W $FFFF,$FFFF t=512 x=2 q=2 doo dc.w 144*q,8+t,193*q,8+t dc.w 121*q,8+t,144*q,16+t dc.w 192*16,1,193*x,7+v dc.w 216*16,1,216*x,7+v dc.w 242*16,1,242*x,7+v dc.w 121*q,8+t,162*q,8+t dc.w 96*q,8+t,121*q,16+t dc.w 162*x,8+v,144*x,8+v,121*x,8+v dc.w 108*q,8+t,144*q,8+t dc.w 85*q,8+t dc.w 108*q,16+t dc.w 54*x,16+v dc.w 51*x,5+v dc.w 47*x,3+v dc.w 96*q,8+t,128*q,8+t dc.w 76*q,8+t,96*q,16+t dc.w 193*x,8,216*x,8,242*x,8 DC.W $FFFF,$FFFF i=1 noo dc.w 144*i,64+v 512 dc.w 121*i,64+512 dc.w 108*i,64+v 512 dc.w 96*i,64+512 DC.W $FFFF,$FFFF u=8 boo dc.w 144*u,64+v dc.w 121*u,64+v dc.w 108*u,64+v dc.w 96*u,64+v DC.W $FFFF,$FFFF h=8 yoo dc.w 144*h,64+v dc.w 121*h,64+v dc.w 108*h,64+v dc.w 96*h,64+v DC.W $FFFF,$FFFF aa=1536 cc=7*256 dd=8*256 en=9*256 la dc.w 0,128+aa DC.W $FFFF,$FFFF lc dc.w 0,64+cc DC.W $FFFF,$FFFF ld dc.w 0,32+dd DC.W $FFFF,$FFFF ld1 dc.w 0,8+dd dc.w 0,255+d DC.W $FFFF,$FFFF lee leb dc.w 0,8+en DC.W $FFFF,$FFFF le dc.w 0,16+en dc.w 0,8+en DC.W $FFFF,$FFFF bb dc.w 96*8,8 dc.w 96*16,12 dc.w 0,4+d dc.w 96*8,8 DC.W $FFFF,$FFFF bb4 dc.w 96*8,16 dc.w 144*8,8 DC.W $FFFF,$FFFF r=16 ba dc.w 144*r,64+512 DC.W $FFFF,$FFFF bc dc.w 121*r,64+512 DC.W $FFFF,$FFFF bd dc.w 108*r,64+512 DC.W $FFFF,$FFFF be dc.w 96*r,64+512 DC.W $FFFF,$FFFF www1 dc.w 121*u,2 www2 dc.w 128*u,2 dc.w 136*u,1 www dc.w 144*u,16+v dc.w 96*u,16+v dc.w 121*u,16+v dc.w 144*u,8 dc.w 144*u,8 dc.w 121*u,8 dc.w 96*u,8+v dc.w 0,8+d dc.w 96*u,8+v dc.w 121*u,16+v dc.w 144*u,8 dc.w 144*u,8 dc.w 182*u,16+v dc.w 121*u,16+v dc.w 144*u,16+v dc.w 182*u,8 dc.w 182*u,8 dc.w 144*u,8 dc.w 144*u,8 dc.w 121*u,8+v dc.w 121*u,8+v dc.w 144*u,16+v dc.w 182*u,8 dc.w 182*u,8 ;4bar dc.w 144*u,8 dc.w 144*u,8 dc.w 96*u,8+v dc.w 96*u,8+v dc.w 121*u,16+v dc.w 144*u,8 dc.w 144*u,8 dc.w 121*u,16+v dc.w 96*u,16+v dc.w 121*u,16+v dc.w 144*u,8 dc.w 144*u,8 dc.w 182*u,8+v dc.w 182*u,8+v dc.w 121*u,16 dc.w 144*u,16+v dc.w 182*u,16 dc.w 144*u,16+v dc.w 121*u,16 dc.w 144*u,16+v dc.w 182*u,8 dc.w 182*u,8 ; ww8 dc.w 192*u,16+v dc.w 128*u,16 dc.w 153*u,16+v dc.w 192*u,8 dc.w 192*u,8 dc.w 153*u,16+v dc.w 128*u,8 dc.w 128*u,8 dc.w 153*u,16+v dc.w 96*u,8 dc.w 108*u,8 dc.w 121*u,8 dc.w 108*u,8 dc.w 128*u,16+v dc.w 153*u,16+v dc.w 192*u,8+v dc.w 192*u,8+v ww12 dc.w 153*u,16+v dc.w 0,16+d dc.w 153*u,8 dc.w 172*u,16+v dc.w 153*u,8 dc.w $ffff,$ffff j=4 NT1 ;Am DC.W 0,12+d dc.w 85*j,2 dc.w 91*j,2 DC.W 96*j,8 DC.W 96*j,8 dc.w 121*j,8 dc.w 121*j,8 DC.W 144*j,8 DC.W 144*j,8 dc.w 121*j,8 dc.w 121*j,8 dc.w 96*j,8 dc.w 0,8+d DC.W 72*j,32+256 ;Dm DC.W 2,12+d dc.w 96*j,2 dc.w 102*j,2 dc.w 108*j,8,91*j,8 DC.W 108*j,8,91*j,8 DC.W 108*j,8,91*j,8 DC.W 108*j,8 DC.W 108*j,8 dc.w 91*j,8 dc.w 0,8+d dc.w 81*j,2 dc.w 76*j,2 dc.w 72*j,28+256 ;Am DC.W 2,12+d dc.w 128*j,2 dc.w 136*j,2 dc.w 144*j,8 dc.w 121*j,8 dc.w 144*j,16 dc.w 121*j,8 DC.W 96*j,8 dc.w 121*j,16 DC.W 144*j,8 DC.W 144*j,8 dc.w 121*j,8 dc.w 121*j,8 dc.w 96*j,8 DC.W 0,8 DC.W 72*j,16 DC.W 108*j,8,91*j,8 DC.W 108*j,8,91*j,8 DC.W 108*j,8,91*j,8 DC.W 108*j,8,91*j,8 DC.W 108*j,8,91*j,8 DC.W 108*j,8,91*j,8 DC.W 96*j,8 dc.w 85*j,1 dc.w 81*j,1 dc.w 76*j,14 DC.W 76*j,8 DC.W 96*j,8,76*j,8 DC.W 96*j,8,76*j,8 DC.W 96*j,8 dc.w 85*j,1 dc.w 81*j,1 dc.w 76*j,14 dc.w 76*j,8 DC.W 96*j,8,76*j,8 DC.W 96*j,8,76*j,8 DC.W 96*j,8 dc.w 76*j,16 DC.W 76*j,8 DC.W 96*j,8,76*j,8 DC.W 96*j,8,76*j,8 dc.w 96*j,8 DC.W 108*j,8 DC.W 96*j,8 dc.w 76*j,8 DC.W 96*j,8+v 8 DC.W 96*j,48+v 8 DC.W $FFFF,$FFFF z=2 git1 dc.w 0,3 git dc.w 81*z,8+v dc.w 72*z,8 DC.W 0,8 dc.w 60*z,8+v dc.w 72*z,8 DC.W 0,8 dc.w 81*z,8+v dc.w 72*z,8 DC.W 0,8 dc.w 81*z,8+v dc.w 72*z,8 dc.w 81*z,8+v dc.w 72*z,8 dc.w 81*z,8+v dc.w 96*z,8 dc.w 121*z,8+v dc.w 108*z,8 dc.w 96*z,8+v DC.W 0,8 dc.w 108*z,8+v dc.w 96*z,8 DC.W 0,8 dc.w 108*z,8+v dc.w 96*z,8 DC.W 0,8 dc.w 108*z,8+v dc.w 96*z,16+v DC.W 121*z,6 DC.W 0,2+d DC.W 121*z,6 DC.W 0,2+d DC.W 144*z,8 DC.W 0,8+d dc.w 81*z,8 dc.w 72*z,8 DC.W 0,8 dc.w 81*z,8 dc.w 108*z,8 DC.W 0,8 dc.w 121*z,8 dc.w 72*z,8 DC.W 0,8 dc.w 81*z,8 dc.w 96*z,8 dc.w 108*z,8 dc.w 72*z,8 dc.w 121*z,8 dc.w 96*z,8 dc.w 121*z,8 DC.W 81*z,2 DC.W 76*z,2 DC.W 72*z,8 DC.W 81*z,2 DC.W 76*z,2 DC.W 72*z,8 DC.W 81*z,2 DC.W 76*z,2 DC.W 72*z,8 DC.W 81*z,2 DC.W 76*z,2 DC.W 72*z,8 DC.W 81*z,2 DC.W 76*z,2 DC.W 72*z,12 DC.W 81*z,2 DC.W 76*z,2 DC.W 72*z,6 DC.W 81*z,2 DC.W 76*z,2 DC.W 72*z,8 DC.W 81*z,2 DC.W 76*z,2 DC.W 72*z,6 DC.W 81*z,2 DC.W 76*z,2 DC.W 72*z,8 DC.W 81*z,2 DC.W 76*z,2 DC.W 72*z,8 DC.W 81*z,2 DC.W 76*z,2 DC.W 72*z,4 DC.W 81*z,2 DC.W 76*z,2 DC.W 72*z,12 DC.W 72*z,8 DC.W 81*z,8 DC.W 96*z,8 DC.W 108*z,8 DC.W 121*z,8 DC.W 144*z,16 DC.W 144*z,8 DC.W 121*z,8 DC.W 108*z,8 DC.W 96*z,8 DC.W 96*z,8 DC.W 81*z,8 DC.W 81*z,8 DC.W 72*z,8 DC.W 72*z,8 DC.W 81*z,8 DC.W 96*z,8 DC.W 108*z,8 DC.W 108*z,8 DC.W 121*z,8 DC.W 108*z,8 DC.W 108*z,8 DC.W 96*z,8 DC.W 72*z,8 DC.W 144*z,48+v DC.W $FFFF,$FFFF reg dc.w 216,1+512 dc.w 0,31+d dc.w 54,1+512 dc.w 192,1+512 dc.w 0,30+d DC.W $FFFF,$FFFF goo dc.w 0,255+d dc.w 72,16+12*256 dc.w 72,16+12*256 dc.w 72,16+12*256 dc.w 72,16+12*256 dc.w 72,16+12*256 dc.w 72,16+12*256 dc.w 72,16+12*256 dc.w 0,255+d uu=4 wwx dc.w 144*uu,16+v dc.w 96*uu,16+v dc.w 121*uu,16+v dc.w 144*uu,8 dc.w 144*uu,8 dc.w 121*uu,8 dc.w 96*uu,8+v dc.w 16,8+12*256 d dc.w 96*uu,8+v dc.w 121*uu,16+v dc.w 144*uu,8 dc.w 144*uu,8 dc.w 182*uu,16+v dc.w 121*uu,16+v dc.w 144*uu,16+v dc.w 182*uu,8 dc.w 182*uu,8 dc.w 144*uu,8 dc.w 144*uu,8 dc.w 121*uu,16+v dc.w 144*uu,16+v dc.w 182*uu,8 dc.w 182*uu,8 dc.w 144*uu,8 dc.w 144*uu,8 dc.w 96*uu,16+v dc.w 121*uu,16+v dc.w 144*uu,8 dc.w 144*uu,8 dc.w 121*uu,16+v dc.w 96*uu,16+v dc.w 121*uu,16+v dc.w 144*uu,8 dc.w 144*uu,8 dc.w 182*uu,16+v dc.w 121*uu,16 dc.w 144*uu,16+v dc.w 182*uu,16 dc.w 144*uu,16+v dc.w 121*uu,16 dc.w 144*uu,16+v dc.w 182*uu,8 dc.w 182*uu,8 ww88 dc.w 192*uu,16+v dc.w 128*uu,16 dc.w 153*uu,16+v dc.w 192*uu,8 dc.w 192*uu,8 dc.w 153*uu,16+v dc.w 128*uu,8 dc.w 128*uu,8 dc.w 153*uu,16+v dc.w 96*uu,8 dc.w 108*uu,8 dc.w 121*uu,8 dc.w 108*uu,8 dc.w 128*uu,16+v dc.w 153*uu,16+v dc.w 192*uu,8+v dc.w 192*uu,8+v ww12a dc.w 153*uu,16+v dc.w 0,24+d dc.w 144*zz,8+se DC.W 128*zz,16+tt dc.w $ffff,$ffff tt=512 se=13*256 zz=2 tune22 dc.w 0,3+d TUNE dc.w 60*zz,2+tt dc.w 120*zz,94+tt DC.W 128*zz,16+tt,120*zz,16+tt,108*zz,32+tt DC.W 120*zz,16+tt,128*zz,16+tt,120*zz,32+tt DC.W 144*zz,12+tt,144*zz,20+se DC.W 60*zz,8+tt DC.W 60*zz,8+tt DC.W 60*zz,8+tt DC.W 60*zz,8+tt DC.W 72*zz,8+tt DC.W 72*zz,8+tt DC.W 72*zz,8+tt DC.W 72*zz,8+tt DC.W 96*zz,8+tt DC.W 96*zz,8+tt DC.W 96*zz,8+tt DC.W 96*zz,8+tt DC.W 121*zz,8+tt DC.W 121*zz,8+tt DC.W 121*zz,8+tt DC.W 121*zz,8+tt DC.W 144*zz,88+tt dc.w 96*zz,8+tt dc.w 96*zz,8+tt dc.w 96*zz,8+tt dc.w 91*zz,8+tt dc.w 91*zz,8+tt ; dc.w 0,8+D tunes1 dc.w 96*zz,4+tt dc.w 96*zz,4+tt dc.w 0,16+d dc.w 96*4,4+D dc.w 0,12+d dc.w 96*2,4+D dc.w 0,12+d dc.w 96,4+D dc.w 0,12+d DC.W $FFFF,$FFFF tunes dc.w 96,1+tt dc.w 96*zz,7+tt dc.w 91,1+tt dc.w 91*zz,7+tt DC.W $FFFF,$FFFF 6a쐌<)fH::Nut<(gaa<(f*6ab<)f<, ; DON'T FUCK ROUND CLR.L -(SP) ; Enter supervisor mode. MOVE.W #$20,-(SP) ; Super. TRAP #1 ADDQ.L #6,SP MOVE.L D0,SV SL EQU $FF8800 SD EQU $FF8802 move.b #7,sl move.b #%11111000,sd MOVE.B #$08,SL MOVE.B #15,SD MOVE.B #$0,SL MOVE.B #96,SD MOVE.B #$01,SL MOVE.B #$00,SD ;FF CMP.B #97,$FFFC02 ; BNE.S FF VBI movem.l d0-d3/a0-a6,-(sp) add #11,jum ; add.b #180,dri ; BCC FLO ;\\\\\\\\\\\\\ MOVE.L UPTO,A2 MOVE CUNT,D3 MOVE.B 33(A2),D4 SSU SUBQ.W #1,D3 Bpl.S PART1 COP MOVE.L #1,PNT0 MOVE.L #1,PNT1 MOVE.L #1,PNT2 MOVE.L #1,PNT3 MOVE.L #1,PNT4 MOVE.L #1,PNT5 MOVE.L #$9000000,SL ADD.L #36,a2 CMP.L #CHAN0,A2 BNE.S LLA LEA DOTH,A2 clr val LLA MOVE 34(A2),D3 MOVE.B 33(A2),D4 PART1 CLR.B D2 BTST #1,D4 BEQ.S W1 MOVE.L (A2),A1 MOVE.L 4(A2),A0 BSR CHAN0 W1 BTST #2,D4 BEQ.S W2 MOVE.L 8(A2),A1 MOVE.L 12(A2),A0 BSR CHAN0 W2 MOVEQ.B #1,D2 BTST #3,D4 BEQ.S W3 MOVE.L 16(A2),A1 MOVE.L 20(A2),A0 BSR CHAN0 W3 BTST #4,D4 BEQ.S W4 MOVE.L 24(A2),A1 MOVE.L 28(A2),A0 BSR CHAN0 W4 MOVE.L A2,UPTO MOVE D3,CUNT ;--END OF VBI ;--------EXIT FLO MOVE.B $469,D0 FT CMP.B $469,D0 BEQ.S FT movem.l (sp)+,d0-d3/a0-a6 ;killer rts CMP.B #97,$FFFC02 BNE VBI lea $ff8800,a0 get sound chip move.b #7,(a0) move.b #%11111111,2(a0) cut out lingering noise move.l #$8000000,$ff8800 move.l #$9000000,$ff8800 move.l #$a000000,$ff8800 MOVE #$777,$FF8240 clr $FF8240+30 MOVE.L SV,-(SP) MOVE #$20,-(SP) TRAP #1 ADDQ.L #6,SP CLR -(SP) TRAP #1 jum dc.w 0 SV DC.L 0 DC.B " (C) G.WHEATON. 45 GOLDRILL AVE BOLTON. LANCS, U.K. " UPTO DC.L EE-36 CUNT DC.W 0 EVEN ;\\RUNNING ORDER SEQUENCE ee doth DC.L PNT5,bast b DC.L PNT0,clong DC.L PNT2,bb DC.L PNT3,drm DC.B 1,%00011110 DC.W -1+64*4 DC.L PNT5,bast b DC.L PNT1,bb DC.L PNT2,gg DC.L PNT3,drm DC.B 1,%00011110 DC.W -1+64*8 DC.L PNT5,prince DC.L PNT1,batman DC.L PNT2,bat DC.L PNT3,drm DC.B 1,%00011110 DC.W -1+64*8 DC.L PNT5,bb DC.L PNT1,bbb DC.L PNT2,bb DC.L PNT3,drm2 DC.B 1,%00011110 DC.W -1+64*2 DC.L PNT5,batman prince DC.L PNT1,bat DC.L PNT2,prince DC.L PNT3,drm DC.B 1,%00011110 DC.W -1+64*8 DC.L PNT5,bb DC.L PNT1,bbb DC.L PNT2,bb DC.L PNT3,drm2 DC.B 1,%00011110 DC.W -1+64*4 DC.L PNT5,cc DC.L PNT1,ccc DC.L PNT2,cc DC.L PNT3,drm2 DC.B 0,%00011110 DC.W -1+64*4 DC.L PNT5,bb DC.L PNT1,bbb DC.L PNT2,bb DC.L PNT3,drm2 DC.B 1,%00011110 DC.W -1+64*4 DC.L PNT5,ddd DC.L PNT1,bbatman DC.L PNT2,dd DC.L PNT3,drm2 DC.B 2,%00011110 DC.W -1+64*2 DC.L PNT5,cc DC.L PNT1,cbatman DC.L PNT2,cc DC.L PNT3,drm2 DC.B 1,%00011110 DC.W -1+64*2 DC.L PNT5,bb DC.L PNT1,batman DC.L PNT2,bat DC.L PNT3,drm DC.B 1,%00011110 DC.W -1+64*4 DC.L PNT5,clong+4 DC.L PNT0,clong DC.L PNT2,bb DC.L PNT3,drm DC.B 1,%00011110 DC.W -1+64*8 DC.L PNT4,clon DC.L PNT0,clong DC.L PNT2,bb DC.L PNT3,drm DC.B 1,%00011110 DC.W -1+64*16 DC.L PNT6,blr1 DC.L PNT1,blr DC.L PNT2,bl DC.L PNT3,drm DC.B 2,%00011110 DC.W -1+64*16 CHAN0 ;\\\\\\\\\\\\\\\\\\\\\\ MOVE (A1),D0 ADD D0,A0 MOVE.L (A0),D1 ;GET NOTE 0 & DURATION MOVE.B 13(A1),D5 EXT.W D5 SWAP D1 ADD D5,D1 SWAP D1 CMP #$FFFF,D1 BNE CON2 CLR (A1) ;RESET TO START SUB D0,A0 MOVE.L (A0),D1 CON2 SUBQ.B #1,3(A1) ;NP0 BNE STILLON clr rog MOVE.L D1,6(A1) ;TMP0 \D1.W IS DURATION MOVE.L D1,20(A1);TEMP HOLD NOTE MOVE.B 26(A1),4(A1) ;VOL0 MOVE D1,2(A1) ;NP0 \SET NEW DURATION ADDQ.W #4,(A1) ; & INC POINTER STILLON ;\\VOLUME RFF ;\\\\\\\\\EFFECTS\\\\\\\\\\ NV0 MOVE.B 2(A1),D0 CMP.B #4,D0 BNE DOIT ADDQ.B #1,4(A1) RTS DOIT DZZ MOVE.B #7,SL MOVE.B #%11111000,SD BRA FCC EFCT DC.L FINK,VIB,WARB,DRUM,slip,WB1,WRP,SLW DC.L SLR,HOLD,TWERP,SLR1,inup,wwq,Half dc.l holl,coll,foll,aoll,eoll dc.l lowt,hag,intdrum,man FCC LEA EFCT,A6 AND #31,D0 ASL #2,D0 MOVE.L (A6,D0),A0 JSR (A0) MAZ ADDQ.B #1,4(A1) ;VOL0 MOVE.B 11(A1),SL MOVE.B 21(A1),SD ;TMP0+1 MOVE.B 12(A1),SL MOVE.B 20(A1),SD ;TMP0 CLR D0 MOVE.B 4(A1),D0 MOVE.B 10(A1),SL MOVE.B 28(A1,D0),D2 ;VOL0 MOVE.B D2,SD fink rts ;-------EFFECTS ROUTINES-------- ;1-256---DELAYED--VIBRATO------- coll addq.b #1,4(a1) bra wwq VV EOR.B #1,MC BEQ.S SDC VIB moveq #0,d1 move.b 4(a1),d1 cmp #12,d1 blt.s sdc WWQ MOVE 16(A1),D1 ADD D1,18(A1) MOVE 14(A1),D1 CMP 18(A1),D1 BLT.S RIST KJ NEG D1 CMP 18(A1),D1 BGT.S RIST SAZ MOVE 6(A1),D1 ADD 18(A1),D1 MOVE D1,20(A1) SDC RTS RIST NEG 16(A1) BRA.S SAZ ;2-512------WARB DW----------- XX DC.B 0,0 WARB SAX ADDQ.B #2,4(A1) lSR 20(A1) CMP #28,20(A1) BGT.S PLOP MOVE 6(A1),20(A1) PLOP RTS ;3--768--------DRUM----------- DRUM ;SUBQ.B #1,19(A1) MOVE.B #7,SL MOVE.B #%11011000,SD MOVE.B #6,SL MOVE.B 19(A1),SD MOVE.B #5,SL MOVE.B 32(A2),SD MOVE.B #4,SL MOVE.B 19(A1),D0 ASL.B #5,D0 MOVE.B D0,SD JUNK RTS lil dc.b 0,0 ;------4 1024 slip ;5--1280-- WB1 moveq.w #0,d1 move.b 4(a1),d1 CMP #32,d1 BLT.s warp move.b #32,4(a1) subq.w #8,20(a1) warp rts ;6--1536-----WARB UP--------- WRP SDX addq.b #4,4(a1) LSR 20(A1) CMP #65,20(A1) BGT PLAP MOVE 6(A1),20(A1) PLAP bra vib ;7--1792---SLIDE-UP--WARBLE SLW bsr warb MOVE.B #4,SL MOVE.B 21(A1),SD ;TMP0+1 MOVE.B #5,SL MOVE.B 20(A1),SD ;TMP0 MOVE.B #10,SL MOVE.B #13,SD MOVE.L (SP)+,D1 JMP FINK ;--2048---SLIDE UP CONST VOL SLR move jum,d1 and #15,d1 sub d1,20(A1) raz RTS ;9--2304-------HOLD------------- HOLD MOVE.B #50,4(A1) RTS ;------10 2560 TWERP MOVE.B #8,4(a1) rts ;11-------2816 SLIDE UP WITH ADSR SLR1 addq.b #1,4(a1) dip rts ;12-------3072 inup add.b #80,m bcc wwq subq.b #1,4(a1) bra vib m dc.b 0,0 ;13- ; ;14--------dw A half ADDQ.B #1,RONK move.b RONK,d1 and #3,d1 asl #1,d1 move dw(pc,d1),20(a1) rts dw dc.w 144,96,72,96/2 ronk dc.b 0,0 ;15--------DW G holl cmp.b #4,4(a1) blt.s das bra warp das rts ;17--------DW F Foll move.b #15,4(a1) ;18--------DW Am aoll addq.b #2,4(A1) addq.b #1,RONK move.b RONK,d1 and #3,d1 asl #1,d1 move aq(pc,d1),20(a1) rts aq dc.w 108,72,54,45 ;19--------DW E eoll addq.b #2,4(A1) BRA WARB VIB add=4 lim = 216+47 ;20 LOWt move fl,d1 add d1,val bpl.s dww move #add,fl clr val dww cmp #lim,val blt.s hh move #-add,fl move #lim,val hh MOVE.B #34,4(A1) move val,d1 move 6(a1),20(a1) sub d1,20(A1) bra warb RTS val dc.w 0 fl dc.w add ;21--------dw g hag ADDQ.B #1,RONK move.b RONK,d1 and #3,d1 asl #1,d1 move ddw(pc,d1),20(a1) rts ddw dc.w 162,108,81,54 ;23 man ;22 intdrum addq.b #8,rog bcc vib add.b #32,rog+1 move.b rog+1,4(a1) hex bra vib rog dc.b 0,0 ;\\\\\\\\\\\\\\DATAS\\\\\\\\\\\\\\\ ;\\NOTE 1ST WORD. DURATION 2ND WORD ;\\\LEAD PNT0 DC.W 0 NP0 DC.W 1 DC.W 0 DC.L 0 DC.B 9,2,3 DC.B 1 ;ADD TO NOTE DC.W 144 ;VIB LIMIT DC.W 16 ;16(A1) ADD DC.W 0 ;VIB 18(A1) DC.L 0 ;TMP NOTE 20(A1) DC.B 1,1 ;VIB RATE 24(A1) DC.B 0,0 ;INITIAL VOL ;ADSR 28(A1) DC.B 15,14,13,13,12,12,12,11,11,11 DC.B 10,10 dcb.b 50,9 dcb.b 50,8 DCb.B 50,7 DCb.B 50,6 EVEN ;\\\MIDDLE PNT1 DC.W 0 DC.W 1 ;EFFECT & DURATION 2(A1) DC.B 0,0 DC.L 0 DC.B 9,2,3 DC.B 0 ;ADD 13(A1) DC.W 4 ;VIB LIMIT DC.W 3 ;VIB ADD 16(A1) DC.W 0 ;VIB 18(A1) DC.L 0 ;TEMP NOTE 20(A1) DC.B 1,1 ;VIB RATE 24)A1) DC.B 0,0 ;INITIAL VOL ;ADSR 28(A1) DC.B 15,15,14,14,13,13,13,13 dcb.b 16,12 dcb.b 16,11 dcb.b 20,10 dcb.b 20,9 dcb.b 120,8 dcb.b 40,6 dcb.b 40,5 EVEN ;\\\BASS PNT2 DC.W 0 DC.W 1 ;2(A1) DURATION DC.B 0,0 ;4(A1) DC.L 0 ;6 DC.B 10,4,5 ;10(A1) VOL REG DC.B 1 ;ADD TO NOTE 13(A1) DC.W 17 ;VIB LIMIT DC.W 10 ;VIBRATO ADD 16(A1) DC.W 2 ;VIB 18(A1) DC.L 0 ;TMP NOTE 20(A1) DC.B 1,1 ;VIB RATE DC.B 0,0 ;INITIAL VOL 26(A1) ;\ADSR 28(A1) ADSR *-* dc.b 15,15,14,14,13,13,12,12,11,11 DCB.B 4,13 DCB.B 12,11 DCB.B 16,11 DCB.B 20,10 DCB.B 10,9 DCB.B 10,8 DCB.B 20,7 DCB.B 20,5 DCB.B 50,4 DCB.B 150,3 EVEN PNT3 DC.W 0 NP3 DC.W 1 ;2(A1) DURATION DC.B 0,0 ;4(A1) DC.L 0 ;6 DC.B 10,6,11 ;10(A1) VOL REG DC.B -1 ;ADD 13(A1) DC.W 4 ;VIB LIMIT DC.W 3 ;VIBRATO ADD 16(A1) DC.W 0 ;VIB 18(A1) DC.L 0 ;TMP NOTE 20(A1) DC.B 1,1 ;VIB RATE DC.B 0,0 ;INITIAL VOL 26(A1) ;\ADSR 28(A1) DC.B 15,14,14,13,12,12,12 DC.B 11,9,10,9,9,9,9,9,8,8,7 EVEN PNT4 DC.W 0 NP4 DC.W 1 ;2(A1) DURATION DC.B 0,0 ;4(A1) DC.L 0 DC.B 8,0,1 ;10(A1) VOL REG DC.B 0 ;ADD 13(A1) DC.W 162 ;VIB LIMIT DC.W 15 ;VIBRATO ADD 16(A1) DC.W 0 ;VIB 18(A1) DC.L 0 ;TMP NOTE 20(A1) DC.B 1,1 ;VIB RATE DC.B 0,0 ;INITIAL VOL 26(A1) ;\ADSR 28(A1) DCB.B 10,11 DC.B 13,13,12,12,11,11 DCB.B 5,10 DCB.B 22,8 DCB.B 22,6 PNT5 DC.W 0 DC.W 1 ;EFFECT & DURATION 2(A1) DC.B 0,0 DC.L 0 DC.B 8,0,1 DC.B 0 ;ADD 13(A1) DC.W 2 ;VIB LIMIT DC.W 3 ;VIB ADD 16(A1) DC.W 0 ;VIB 18(A1) DC.L 0 ;TEMP NOTE 20(A1) DC.B 1,1 ;VIB RATE 24)A1) DC.B 0,0 ;INITIAL VOL ;ADSR 28(A1) DCb.B 8,14 DCb.B 8,13 DCb.B 8,12 DCb.B 8,11 DCb.B 8,10 DCb.B 8,9 DCb.B 10,8 DCb.B 50,7 DCb.B 50,6 DCb.B 20,5 DCb.B 20,4 DCb.B 80,3 PNT6 DC.W 0 DC.W 1 ;EFFECT & DURATION 2(A1) DC.B 0,0 DC.L 0 DC.B 8,0,1 DC.B 0 ;ADD 13(A1) DC.W 4 ;VIB LIMIT DC.W 3 ;VIB ADD 16(A1) DC.W 0 ;VIB 18(A1) DC.L 0 ;TEMP NOTE 20(A1) DC.B 1,1 ;VIB RATE 24)A1) DC.B 0,0 ;INITIAL VOL ;ADSR 28(A1) DC.B 12,11,10,9,8 DCb.B 50,7 DCb.B 50,6 DCb.B 20,5 DCb.B 20,4 DCb.B 80,3 DCb.B 8,2 DCb.B 64,1 EVEN TE2 DC.W 2,3 MAX DC.B 71,32,87,72,69,65,84,79,78 DRI DC.B 251,0 MIN DC.B 0,0 MC DC.B 0,0 EVEN ;-----------MUSIC DATA D=2304 v=256 NULL DC.W 2,128+2304 DC.W $FFFF,$FFFF drm dc.w 0,16+1024 dc.w 4,4+768 dc.w 3,12++1024 DC.W $FFFF,$FFFF drm2 dc.w 0,16+1024 dc.w 4,4+768 dc.w 3,12++1024 dc.w 0,16+1024 dc.w 4,4+768 dc.w 3,12++1024 dc.w 0,16+1024 dc.w 4,4+768 dc.w 3,12+1024 dc.w 1,4+768 dc.w 0,6+1024 dc.w 1,1+768 dc.w 0,5+1024 dc.w 1,4+768 dc.w 0,4+1024 dc.w 1,1+768 dc.w 3,7++1024 DC.W $FFFF,$FFFF e=1536 a=8 prince dc.w 216*a,8+e dc.w 172*a,8+e dc.w 144*a,8+e dc.w 108*a,8+e dc.w 121*a,8+e dc.w 128*a,8+e dc.w 144*a,8+e dc.w 216*a,8+e dc.w 144*a,8+e dc.w 162*a,8+e dc.w 172*a,8+e dc.w 216*a,8+e dc.w 172*a,8+e dc.w 192*a,8+e dc.w 216*a,16+e DC.W $FFFF,$FFFF cbatman dc.w 144,8+21*256 dc.w 0,8+d dc.w 144,48+21*256 dc.w 0,64+d DC.W $FFFF,$FFFF bbatman dc.w 144,8+14*256 dc.w 0,8+d dc.w 144,48+14*256 dc.w 0,64+d DC.W $FFFF,$FFFF batman dc.w 216,8+18*256 dc.w 0,8+d dc.w 216,48+18*256 dc.w 0,64+d DC.W $FFFF,$FFFF bat dc.w 216*2,8 dc.w 0,8+d dc.w 216*2,48+v dc.w 216*8,64+2048 DC.W $FFFF,$FFFF x=8 bb dc.w 216*x,8 dc.w 216*x,8 dc.w 230*x,8 dc.w 230*x,8 dc.w 243*x,8 dc.w 243*x,8 dc.w 230*x,8 dc.w 230*x,8 DC.W $FFFF,$FFFF f=16 bbb dc.w 216*f,8 dc.w 216*f,8 dc.w 230*f,8 dc.w 230*f,8 dc.w 243*f,8 dc.w 243*f,8 dc.w 230*f,8 dc.w 230*f,8 DC.W $FFFF,$FFFF cc dc.w 162*x,8 dc.w 162*x,8 dc.w 172*x,8 dc.w 172*x,8 dc.w 182*x,8 dc.w 182*x,8 dc.w 172*x,8 dc.w 172*x,8 DC.W $FFFF,$FFFF ccc dc.w 162*f,8 dc.w 162*f,8 dc.w 172*f,8 dc.w 172*f,8 dc.w 182*f,8 dc.w 182*f,8 dc.w 172*f,8 dc.w 172*f,8 DC.W $FFFF,$FFFF dd dc.w 144*x,8 dc.w 144*x,8 dc.w 153*x,8 dc.w 153*x,8 dc.w 162*x,8 dc.w 162*x,8 dc.w 153*x,8 dc.w 153*x,8 DC.W $FFFF,$FFFF ddd dc.w 144*f,8 dc.w 1442*f,8 dc.w 153*f,8 dc.w 153*f,8 dc.w 162*f,8 dc.w 162*f,8 dc.w 153*f,8 dc.w 153*f,8 DC.W $FFFF,$FFFF bast dc.w 0,8+18*256 dc.w 0,24+d dc.w 54,8+1536 dc.w 0,24+d dc.w 0,8+18*256 dc.w 0,24+d dc.w 54,8+1536 dc.w 0,8+d dc.w 54,8+1536 dc.w 0,8+d DC.W $FFFF,$FFFF GG DC.W 162*4,64+20*256 DC.W $FFFF,$FFFF clon dc.w 172*2,16+v dc.w 121*2,8+v dc.w 172*2,8+v dc.w 121*2,16+v dc.w 144*2,16+v dc.w 162*2,16+v dc.w 108*2,8+v dc.w 0,8+d dc.w 128*2,8+v dc.w 0,8+d dc.w 108*4,64+v DC.W 54,32+20*256 DC.W 162,32+20*256 dc.w 121*4,16+v dc.w 172*2,4+v dc.w 0,4+d dc.w 172*2,8+v dc.w 121*2,8+v dc.w 172*2,8+v dc.w 121*2,16+v dc.w 144*2,16+v dc.w 162*2,16+v dc.w 108*2,8+v dc.w 0,8+21*256 dc.w 128*2,8+v dc.w 0,8+14*256 dc.w 108*2,64+v clong dc.w 108*4,64+v dc.w 0,8+18*256 dc.w 144*4,16+v dc.w 108*2,24+v dc.w 162*4,32+v DC.W $FFFF,$FFFF v1=22*256 bl dc.w 108*16,128+v1 dc.w 144*8,128+v1 dc.w 162*8,128+v1 dc.w 144*8,128+v1 dc.w 182*8,128+v1 dc.w 162*8,64+v1 dc.w 182*8,64+v1 dc.w 193*8,128-16+v1 dc.w 144*8,8+v1 dc.w 136*8,8+v1 dc.w 144*8,128+v1 blr dc.w 108*16,128+v1 dc.w 144*8,127+v1 dc.w 162*16,128+v1 dc.w 144*16,129+v1 dc.w 182*16,128+v1 dc.w 162*16,64+v1 dc.w 182*16,64+v1 dc.w 193*16,128-16+v1 dc.w 144*16,8+v1 dc.w 136*16,8+v1 dc.w 144*8,128+v1 v2=23*256 blr1 dc.w 108,128+v2 dc.w 144,127+v2 dc.w 162,128+v2 dc.w 144,129+v2 dc.w 182,128+v2 dc.w 162,64+v2 dc.w 182,64+v2 dc.w 193,128-15+v2 dc.w 144,8+v2 dc.w 136,8+v2 dc. CLR.L -(SP) ; Enter supervisor mode. MOVE.W #$20,-(SP) ; Super. TRAP #1 ADDQ.L #6,SP MOVE.L D0,SV SL EQU $FF8800 SD EQU $FF8802 LEA SL,A0 move.b #7,(a0) move.b #%11111000,2(a0) MOVE.L #$08000000,(A0) MOVE.L #$09000000,(A0) MOVE.L #$0A000000,(A0) bi MOVE.B $469,D0 FT CMP.B $469,D0 BEQ.S FT move #3000,d0 sss dbra d0,sss move #$606,$ff8240 bsr vbi move ort,$ff8240 CMP.B #97,$FFFC02 BNE BI lea $ff8800,a0 get sound chip move.b #7,(a0) move.b #%11111111,2(a0) cut out lingering noise move.l #$8000000,$ff8800 move.l #$9000000,$ff8800 move.l #$a000000,$ff8800 MOVE #$777,$FF8240 clr $FF8240+30 MOVE.L SV,-(SP) MOVE #$20,-(SP) TRAP #1 ADDQ.L #6,SP CLR -(SP) TRAP #1 VBI lea sl,a3 ;\\\\\\\\\\\\\ MOVE.L UPTO,A2 MOVE CUNT,D3 MOVE.B 33(A2),D4 SSU SUBQ.W #1,D3 BPL PART1 COP move.l #1,d1 MOVE.L d1,PNT1 MOVE.L d1,PNT2 MOVE.L d1,PNT3 MOVE.L d1,PNT5 MOVE.L #$9000000,(a3) ADD.L #36,a2 CMP.L #CHAN0,A2 BNE.S LLA LEA DOTH,A2 move.l e1,d1 move.l e1+4,e1 move.l d1,e1+4 move.l e2,d1 move.l e2+4,e2 move.l d1,e2+4 eor.b #1,ti beq.s lla addq.w #1,ji and #3,ji LLA MOVE 34(A2),D3 MOVE.B 33(A2),D4 PART1 moveq.w #0,d2 BTST #1,D4 BEQ.S W1 MOVE.L (A2),A1 MOVE.L 4(A2),A0 BSR CHAN0 W1 cmp.b #0,ji+1 beq.s w2 BTST #2,D4 BEQ.S W2 MOVE.L 8(A2),A1 MOVE.L 12(A2),A0 BSR CHAN0 W2 MOVEQ.B #1,D2 BTST #3,D4 BEQ.S W3 MOVE.L 16(A2),A1 MOVE.L 20(A2),A0 BSR CHAN0 W3 BTST #4,D4 BEQ.S W4 MOVE.L 24(A2),A1 MOVE.L 28(A2),A0 BSR CHAN0 W4 MOVE.L A2,UPTO MOVE D3,CUNT ;--END OF VBI ;--------EXIT flo killer rts ji dc.w 1 SV DC.L 0 DC.B " (C) G.WHEATON. 45 GOLDRILL AVE BOLTON. LANCS, U.K. " even UPTO DC.L start CUNT DC.W 0 EVEN ;\\RUNNING ORDER SEQUENCE ee doth DC.L PNT5,b1 DC.L PNT1,acc DC.L PNT2,bt2 DC.L PNT3,drm DC.B 1,%00011110 DC.W -1+64*7 DC.L PNT5,b11 DC.L PNT1,acc1 DC.L PNT2,bt2 DC.L PNT3,drm DC.B 1,%00011110 DC.W -1+64*1 DC.L PNT5,b2 DC.L PNT1,morn DC.L PNT2,bt3 DC.L PNT3,drm DC.B 1,%00011110 DC.W -1+64*2 DC.L PNT5,b11 DC.L PNT1,in DC.L PNT2,bt2 DC.L PNT3,drm DC.B 1,%00011110 DC.W -1+64*2 DC.L PNT5,b2 DC.L PNT1,mornin DC.L PNT2,bt3 DC.L PNT3,drm DC.B 1,%00011110 DC.W -1+64*2 DC.L PNT5,b12 DC.L PNT1,rise DC.L PNT2,bt2 DC.L PNT3,drm DC.B 1,%00011110 DC.W -1+64*2 DC.L PNT5,b3 DC.L PNT1,time DC.L PNT2,bt4 DC.L PNT3,drm DC.B 1,%00011110 DC.W -1+64*2 start DC.L PNT5,b5 DC.L PNT1,time1 DC.L PNT2,bt3 DC.L PNT3,drm DC.B 1,%00011110 DC.W -1+64*2 DC.L PNT5,bt2 DC.L PNT1,acc DC.L PNT2,b1 DC.L PNT3,drm DC.B 1,%00011110 DC.W -1+64*4 CHAN0 ;\\\\\\\\\\\\\\\\\\\\\\ MOVE (A1),D0 ADD D0,A0 MOVE.L (A0),D1 ;GET NOTE 0 & DURATION MOVE.B 13(A1),D5 EXT.W D5 SWAP D1 ADD D5,D1 SWAP D1 CMP #$FFFF,D1 BNE CON2 CLR (A1) ;RESET TO START SUB D0,A0 MOVE.L (A0),D1 CON2 SUBQ.B #1,3(A1) ;NP0 BNE STILLON MOVE.L D1,6(A1) ;TMP0 \D1.W IS DURATION MOVE.L D1,20(A1);TEMP HOLD NOTE MOVE.B 26(A1),4(A1) ;VOL0 MOVE D1,2(A1) ;NP0 \SET NEW DURATION ADDQ.W #4,(A1) ; & INC POINTER STILLON ;\\VOLUME RFF ;\\\\\\\\\EFFECTS\\\\\\\\\\ NV0 MOVE.B 2(A1),D0 CMP.B #4,D0 BNE DOIT ADDQ.B #1,4(A1) RTS DOIT DZZ MOVE.B #7,(a3) MOVE.B #%11111000,2(a3) BRA FCC EFCT DC.L FINK e1 dc.l WARB,vib e2 dc.l slip,drum dc.l silent,mug FCC LEA EFCT,A6 AND #31,D0 ASL #2,D0 MOVE.L (A6,D0),A0 JSR (A0) MAZ ADDQ.B #1,4(A1) ;VOL0 ;move ji,d0 ;move 20(a1),d1 ;lsr d0,d1 ;move d1,20(a1) MOVE.B 11(A1),(a3) MOVE.B 21(A1),2(a3) ;TMP0+1 MOVE.B 12(A1),(a3) MOVE.B 20(A1),2(a3) ;TMP0 moveq.w #0,D0 MOVE.B 4(A1),D0 MOVE.B 10(A1),(a3) MOVE.B 28(A1,D0),2(a3) ;VOL0 fink rts ;-------EFFECTS ROUTINES-------- ;1-256---DELAYED--VIBRATO------- mug addq.b #1,4(a1) bra.s wwq VIB moveq.w #0,d1 move.b 4(a1),d1 cmp #16,d1 blt.s sac WWQ MOVE 16(A1),D1 ADD D1,18(A1) MOVE 14(A1),D1 CMP 18(A1),D1 BLT.S RIST KJ NEG D1 CMP 18(A1),D1 BGT.S RIST SAZ MOVE 6(A1),D1 ADD 18(A1),D1 MOVE D1,20(A1) SDC RTS RIST NEG 16(A1) BRA.S SAZ sac move 6(a1),20(a1) rts ;2-512------WARB DW----------- WARB add.w #100,4(A1) addq.w #1,fluk and #7,fluk lsr 20(A1) add.b #90,li bcc.s plop MOVE 6(A1),20(A1) move fluk,d1 asl #1,d1 move ha(pc,d1),d1 add d1,20(a1) PLOP RTS ha dc.w 0,1,0,1,0,-1,0,-1 ;3--768--------DRUM----------- DRUM SUBQ.B #1,21(A1) MOVE.B #7,(a3) MOVE.B #%11011000,2(a3) MOVE.B #6,(a3) MOVE.B 21(A1),2(a3) MOVE.B #5,(a3) MOVE.B 32(A2),2(a3) MOVE.B #4,(a3) MOVE.B 21(A1),D0 ASL.B #4,D0 MOVE.B D0,2(a3) RTS ;------5*256 silent move.b #150,4(a1) rts slip rts ;\\\\\\\\\\\\\\DATAS\\\\\\\\\\\\\\\ ;\\NOTE 1ST WORD. DURATION 2ND WORD ;\\\LEAD ;\\\MIDDLE PNT1 DC.W 0 DC.W 1 ;EFFECT & DURATION 2(A1) DC.B 0,0 DC.L 0 DC.B 9,2,3 DC.B 0 ;ADD 13(A1) DC.W 3 ;VIB LIMIT DC.W 2 ;VIB ADD 16(A1) DC.W 0 ;VIB 18(A1) DC.L 0 ;TEMP NOTE 20(A1) ti DC.B 1,1 ;VIB RATE 24)A1) DC.B 0,0 ;INITIAL VOL ;ADSR 28(A1) DC.B 15,15,15,14,14,14,13,13,12,12,12 dcb.b 10,11 dcb.b 10,10 dcb.b 10,9 dcb.b 10,8 dcb.b 10,7 dcb.b 10,6 dcb.b 10,5 dcb.b 10,4 dcb.b 20,3 dcb.b 10,2 EVEN ;\\\BASS PNT2 DC.W 0 DC.W 1 ;2(A1) DURATION DC.B 0,0 ;4(A1) DC.L 0 ;6 DC.B 10,4,5 ;10(A1) VOL REG DC.B 1 ;ADD TO NOTE 13(A1) DC.W 2 ;VIB LIMIT DC.W 3 ;VIBRATO ADD 16(A1) DC.W 2 ;VIB 18(A1) DC.L 0 ;TMP NOTE 20(A1) li DC.B 1,1 ;VIB RATE DC.B 0,0 ;INITIAL VOL 26(A1) ;\ADSR 28(A1) ADSR *-* DC.B 14,13,12,12,11,11 DCb.B 2,10 DCb.B 2,9 DCb.B 10,7 DCb.B 28,6ame so addictive. Each level solved gives you the password to the next one. Collect the diamonds and avoid rocks, bombs and ...Wayne who is on the loose! 'Another top-class Budgie production' (Page 6 Issue 45) BU41 EXODUS by Chris Jeffery A four-way scrolling bombing raid. Your aircraft has to destroy the alien death star. But the defences are powerful. The enemy star fleet launches endless waves to intercept you. Fast action and great playability. Digitized sound. BU42 BOUNTY HUNTER by Paul Dowers Another unusual multi-facet program from the author of SEA FISHERMAN. The action is set in the Far West. Hunting down the desperados is your trade. To achieve your objective, you have to manage your supplies, energy, amunition. The law is a very blurred concept in the West. Sometimes, you have to bend it yourself a little... 'Well worth a play.. a new direction from Budgie licenceware' (Page 6) BU43 THE VILLAGE by Dave Blower As a skilled computer analyst you are employed on a top secret project in a highly protected village. Nearing the end of your contract, you notice the disappearance of some of your colleagues. Has a termination program started? You must get away from the village... at once! An adventure from the author of Death Camp. BU44 EXTERMINATE by Chris Skellern Deep in a cavern, a huge egg fabricated by the devil himself is beginning to hatch. Destroy it and its guardians before mankind is doomed. Blast away as fast as you can. It's the only way to survive. Parallax scrolling. Shapeshifters music. 'The action is incredible!' (Page 6, Issue 45) BU45 MISSION DEADZONE by Philip Bishop A multi-screen epic where your hovership has to explore lunar caves in order to rescue scientists. If, as a result of ground fire, your craft runs low on fuel, energizing platforms have to be located fast. Shapeshifters music. BU46 OVERLORD by T.C. Basset A 'Talespin' fantasy adventure for two or more players. To challenge the Overlord's dominance, Timelords have to construct a mystic pyramid to focus their energies. But the Overlord sends his evil minion, the Insectoid, to hunt them down. Can you warp to the top and become the new Overlord? BU47 PERPLEXIA by Dave Manning A comprehensive maze adventure, with 24 levels of varying complexity. Find the keys, avoid the eyes and keep clear of those walls. A very professional sprite and maze editor is also included. BU48 XWPUZZLE by Jeffery Heywood An astonishing crosswords puzzle generator, with built-in dictionary. Enter the grid size and pattern desired and watch the program create a faultless crosswords puzzle before your very eyes. Works in hi-res mono and medium-res colour. BU49 KAHN by Markus Kronenberg. Budgie's first release from Germany. Three games on one disk: Kahn a is a great Sokoban clone where containers have to be pushed on an equal number of plates. Complete with editor. Megamix is a two-player memory game where 20 pairs of icons have to be matched. Zyklop is a diamond collecting game where skulls and walls really ought to be avoided. BU50 SPACE INVADERS by Robert Leong. Needs no introductions. Choice of classic or modern aliens. Three levels of difficulty. Also on same disk: DETONATOR by Ian Blair, a memory game testing your visual and musical skills. A Q*BERT clone is also included. BU51 SPACE DUEL by Chris Jeffery A two-player space dogfight set around the gravitational field of a powerful star. Two joysticks are required. Colour or mono. Great fun. Also on disk, a very fast Mandelbrot set, with zoom facility. The Fast Basic/ assembler source code to both programs is included. BU52 DOUGLAS ROCKMOOR by Gary Wheaton The greatest ever Boulderdash now on your ST! Fantastic scrolling (50 frames a second!), sound and playability. This game is the ultimate conversion, far superior to anything yet seen on the ST, Amiga, C64 or whatever. All Rockmoor fans will at last rediscover the true magic of Boulderdash on the ST. Ten caves selectable from function keys. Hidden feature. This game needs ONE MEG memory. A 1/2 meg version may be available in 1991. BU53 FROM LITTLE ACORNS... by Simon Brown A most delightful adventure, set in Goblins country. The mouse is used throughout, but for a few text inputs where the game will prompt you. This adventure runs in MONOCHROME only. A real treat for SM124 owners. BU54 AUTORAMA by D.J. Thomas Drive an automobile around a maze, collecting flags, whilst avoiding other cars chasing you, before your fuel runs out. Several levels of increasing chaos. Your only 'weapon' is a smoke screen to delay your pursuers. Also on disk is Budgie's third Einstein brain-teaser and Goth's latest demo. Coming soon: More MAJOR Budgie UK Productions: - SUPER LEAGUE SOCCER by Andy Medley - CASTLE OF FRANKENSTEIN by Philip Bishop - FOOTBALL GENIUS by Camy Maertens - TABLIT II by Andy Osborne - DIZZY LIZZY 2 by The Happening Boiz - DOUGLAS 2 by Goth (1/2 meg version, 10 new caves) - SEA KING by Jim Holmwood - FINAL LAP by Camy Ma``Da |`D"|0<2<# QQ3 N(AON4aLpaGR < ~A큂aepN pth \x mBHp*! 0phB M~(-"ml2Rp lEp^xpHxkp2xxpxpJxJpLx Lx vp5x `p+@p  ?<NNT?~-fZÞ*x@AH &<:<a.zvE4a,.ADlHx/-.NNO R-(*N$aJpBp":p xa*|ga6^7`O aPNt++@Kp0a?JgRf +m΁`@`,p"`|zC<=D(z DFfppN2aIDʢi`*=Cآ0<JvhI=PC oz*ID=CRRhVDh<CāDpq؁Dpj Dpra\p ppr\pp rL\Dp r'p ~p r\~4pjpjEpVprVUpBp\Bd. \.uN?p[p[CC`hGpp;Lp&<\( <R( m 0H"a0C&TC p[:l,C*(lBlBBB^Ba_ꠞ҂pfx JjR p ^HH/.Wgt a5 @"ZpoPlp,p,>>Z@>>0&PAAAAA`HttJଠY졆Azz ta^JfLgfզ -j^SǠǒg0rҭЁ l+m€p|op%!2@&@@X@@ztn@h`t4LLF`@&@ \pr4p$p |@]JJ~ ]B+@2 -2g 2f@0-gBa7g(B`Ҁ`` o]6°` "mab 0 ""-D΃/`V.<Jg0p(l>a>lXp]44a;?>nh<>b>\Vv>f<60 >*`0" p ==Ta[4T=T=U=T~T TTXHDRa8``6( "ma]/ _"Ha3g Dފ]vW,/fp.pgj`Df:f::îRǮ:f~x:raW` @NNHprb,pRl:"l"*9l9l9`t`J9aQ458`6<>0hp  44Mp栞.AC2aLFAaB4ztx4RLR44HB83832KL3< aPX `VlT%T JHy NMXr` WHH/prgp@l&p "maU8/ *a@"_a+/n/pP^*TOlpf+fdPSh@>ZR:Pfn|aO$LDffp-T-(prA큲vC큸xtpH,pr H,prtZN~ZZflfp֯X,vXT^XGX2(R0R707rpp) f.Tfp.pޢ:L¤|譞pB4~4*x*(0BpppF<L$*V`VE0Kt0tmR)*RE)REdR)RƂKDR$`&a~A퀌 /?< NN\ <\*.*a2*/a1l"H,,aCa^g.rp\C4@ 2a `NtBX$S^`$Oa0o]~StB+AB -(-`&*hGjg42&/ 1p^a%p%p-p|ȠFV 2"Nڠ2fp%~\hf$h$(gx#*V0(H&o&XS`0"T1Vtg/p _0xzMM0Ha.$MR ]+mpX 桀a'`Mz $檊]gj%prE(*pp2Ɓ+@2Z2gp2WHH/pV?*PPx!Nu$r2APdja 䡖op((-4K ,$"2V”gBd&pF&dL)N|fpSdf  Ѐ $Pp ,Bg?-Bgp??<pJ`0&$xll#l~dTl#r"~lD0'B4<'6'0`a?JP`+E* &<:<< Fl, PaDܣ" jE`*>$Z&N&&~$ $Nua3 Ctha2n\zgtz@p-,|trIJj8r4"P%D%%Ga=l4=F6hb\%V(=,ö"٘"Nu / NN\  <\*.*a)B/("H,,a:` avg.tp\++X)a`N(B\A큂aSa!v`(("mF (.F o]pSt 92+AB `(-^  0-$H/pxoT |Lp2"~p)p WHHgp((E)Pv!$rrEڀ4ERP+m `ĔEZ,p^40gʔ]gh ahprE4"pp2a?Jf+@2X2g2P|z"2^,"&" %z:@vpj%a@8'@." <####RTa?!V!NBz a*Nupghh D0([@oCp4a/Fp& <.PI1la>Pf>Hg.p`RtgpBga`0?-NN\D m!Hvpt栐]g NNTr", r2`> 0H??dTx]a=.=&= pFfpឡlØ,Ř% CLH$H6Ha Lx AH (hNua pa JkpNup!:AHPB?HQNNAP _NuDExd*`bDE "`ZaR11! 24&8:DE`6B`&ax`` HnghDBHXDE~<En g6@ABDFGc!Gb8(vHDl`G8BCHC` GHD8쬵k&Dуd QRB BbJjDBLDE%N֓DjdDA@ cAр[SBor6 NuH@g0J`rGo0f@B oH@ $HkBk j*DBlDB DNuf gp`3 246CCe0 C/jC@j jr0H@{0>H@B Nu{0Nu^(:<af AfBfNu`z(a 00$o,þ b4< J@k ~H@Rg8k2 @fjk~J@|H@0Nuk(g.JBjDB$DBjkNuJl6 gH@rJBk:|`DBJ.;gP:pr4<`1f`Ba4Ԡ4Ê&8:`&` JEof LgDEDBDBE6Q*HEJDg?<>0rHGGdHGGdSWҁi &2 H@kփÐփejRAd RdP?<,>CEd(rxJCgzvx dSWЃd\d^^R??`D^ "_KMI$/O:HQ <-H*,`N,c<5MPf$h 9 Ј-@.HRHPBg?<JNAO H2=| dad=|.,HxHNA@\re ,/\І&&</NM\faA4nC$I BBQ"JrR").gQ`BBgff$ AfA`&n-K-n&"At0<rX0E -JNu HcNu$H$& KC"e a d aA ךf B NH>d 3## # # # ALHL  `|0>L|~`@AP~~L|Nuü"BA aX2"""""LC@bTPC`:@pC`@a8A-HhppM=@FNNTT@0r p0Q`pdr t0.F ACp,2Ap a b:`x tpeahp`(p?( baHz 0LNAfCR2A0A8Ѐr2 r22&|"<:0<NBLNurt` :=A@=B<. psNB0.Nu00Nu| |2 @ e$bp,ppp"JNu&0D4(*B$,>2::(   F..26 "8@I"PQ1!P1P!0PP`0  q#p" Ә"Nu  Nu|^  R3,T: (` N;B &NN\Nu9jgNuWNuaaa NuNuNupc0JdAd6Ag,B(dB"H Ac<aptgBAp`zO`dI`Z H Iat IgOUA Rg*afZ``p`'0|vfHR<>Er$Wl-gr STD:gr COM:g r LPT:f2FA$_0=@D~9A0< BhaB2"pNu$_AF Ge><QBFp hgzp=` \gzp@AHPBHQ?NA\ _V%Nu `"` TRFBd*L?j<SF e Bg`RAdR eRF&0xCձfEv+0JFjDF`Hƌd0BFHF HF.\(rt|`HQ2.d Aeg>r C 5e&!R0c 9c0`<R"_V 0 Ef"`a/ \Fr  g 0V.JAgB @ nN @mHJ@j .4DBUBkQSAg Q`S@k `B WAk؀  0g` P;Q: X+g -f.g4 0e9b hd6`RF`f0eSF`EgefX 9oSH`0z &Hz,E Do`ZJjDDDS4<.atJFkSFk4arQ``HFFZJ/V,HBJ.:gtBn:Nu(:HE: `4JVHHrЁЀ`z@`z8H@0(a^*d2"""""`" jԡ$"X2g6C/ !UAk$!  @$@JfS a ` Nu$Aa t`١BNuHz(ah`VH ` HPHQ0(ikH $I _ 0IUd4Id$ `$$$$ _Jf,@NuS` p ` / $I>` G` n ag`af`ae `ac` acpdpNuVL4Ae4v` VfANuHPR@kBa 2 Nu@XSAfpPP SAkfJh/hX@kHa h hh$h $b>Ybbb b EF$p|fWVz`z .^n\D@Hp tr=ED`n^64 `prtd"_A `4RB`42L\A` L0GF11-pHQBp'rta n26(SC0(S@apB\va00@F@A2g PLu Jg(HPBHh/b<@NAXLf "p%`aJBja!| >O0< aF`CF2pL p a0`p pa"pHz̠"J pB.@=|D` FpAR@CN @H` HyK$aat"H`h`|<"Hv`X`RApDrAeA`? 0J@g*?CJap0g2pxSWfTP=GDg`P衞CF"E pT4$_ : HNB؄BpB0xlbXPF :؄00HH,p öbp >gpN"X I"_(*UGk*<(؆QNp`p`p` p`pJPg`6!؄100N<.D>+$I"t Q k"RGef~`SG * g fSG`jZ\FkBJn`g Fgdg^HS&I.HQ`?NM\,j&_NuHQflNu?l2/l" H n&$"Hgr k&@ S`^#&@0+Hd3 ## # # # `# ALH&f(Lpt ."JAfC$"X2ebP6gHRC(D#B @gn` 4b0`/hd6$ W PB2" `""""^ _/j 6 P"Id`r@/JAnr W4Ae4RBBc0?0$2jA`HP"Xp0g ~ RAfS@np`1V`dH@&g( b⸃LHJLC 0$Ir HQ"Jr0XD'D@CtEe PA`fRشf"J*c j|0"cRJg $I.f) 5e*0!g-g g9f b`RB``1`p `^@`r ??"P02R@H`2h$ r0?HQa( 70 _4gB@cLAc4JBg,J@g4@Bo2’S@,. SB6V gS F"GQpfJ@fSBD@BR@HS@kfp` aJjtRHPa pJk\ Cg.B~   &g,$g%gN@*tRpt`2raeOgXXgnHgSRBFb$0k| c_\# c b退`tSHkah|b  fрd`* a.p`&p`a*p3T6BT2Nu>.D<jRGg>VGg:TGjd0CF$IpR@  f(2`"ڡNu`d<HSGaAEg f< &a`ۺNu.dfap=n`rl:l&lA $JkNup# z fa2a` z a"a  f#zNu0:g0Y6 :fRS@g.t;k&AA kIA??<-NAX2.tk$6g V.f t atkAg S@f.Nu\k|/fFkJAg/f4<;a.kAj AbAPjAdYf+frLrxS@k0 b  .g(:g" DBb BdeZ jJANuSR@D64HKxDDD8<Hprt`ߌ2(gbc  P"H`Nu/jR2#_ PSAvjx E(Wf* ae 5zb Q @Nu canticle.prg & canticl2.prg o-O-o Both run as vbls in slot 2. If included in an auto folder or 'launched' from your program the tunes can be disabled by.... CLR.L $4CE+4 ; make silence ;waitvbl, then... move.l #$8000000,$ff8800 move.l #$9000000,$ff8800 move.l #$a000000,$ff8800 Obviously, if you wish to re-enable you must... MOVE.L $4CE+4,TUNE beforehand. and... MOVE.L TUNE,$4CE+4 to restart. If your prog installs a new vbl then non of the above will be relevent. The tunes can also be 'run' by.... MOVE.L $4CE+4,A0 and JSR (A0) every 50th of a second. (no registers are saved by the tunes, so you must do this yourself, if required.) All this for the benefit of.... *-*-*-*-* All those who seem not to know. Those who want to know. Those who don't want to know, but must Those who think they know. The Tommyknockers. (konig) The Happenin' Boiz. (lpoke $4ce+4,0) Those who face the dilemma. *-*-*-*-* Them as knows, knows and them as thinks they knows, knows nowt. Keep on rockin' in the free world. GOTH. 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.CRVNGEGHGGEEJORRVe{Źvh]VPIA<6.+$ #1BPOGCDEEEEDDIPVcu|ocXRME?:4.(#!!3COMECBBCEEDFKZoĿƼui\TQJD>71,("&9LRJDBBBCDDDMcúylaXRNHB<60,' 2IUQIDAABDEFUpÿǿ|pdZUQLF?:4/( 'BTWOHDBBEKThĿǿtg_ZROJC?91&9MXVMIDABMd{ývia\WSMHC:.#,BV\UOIFEUsľ}oc]YVQJC8,$ !8M[\TOKQb{þuh_\XTLB6-(%$!)@V_[TT^s{mc]XTK?4-,+(%".G\b^ap|{ug`[SH>8310,)%" "4K_hn~zvuz{lbXOG?;:740,*&# $6Pi~|xtoq|ugWLFCA?=950-*'$"!';Zºztnkju~lYMHEEE@=951.+)&&$)FrǺ|vpkffur]PJIJIEA=840.-,*((5ZϿysnhdi{xeUNMNNJEA<75310/+,5Lqɼ}xrkfjt}k^URSROJF@=9554311:76533>Rdoy{uru}~wuwvncYVUSNJFD@=9667BUfropzy~unnsvoe\XTPNKIFB>:76@Sersmit}zww~{~~xurpnljigdb^\[ZZYYYXW\o}y{}}}yvutpmkigeb_][Z[YZYXWWe|}~~|~}zuu2BIT>}|}|}|}|}}}}|}}~|}}|}|}|}|}}z}v|wrzu~urRrFhfk]^DbwɌQF{lsf;swg[3fr mυISvMR_pfBT2ousWaveyc{JYv]?dLyaUqlXgJT|r`p[dkRPBZa͖ZT98@vH+J`[zvdmm36w|'2Xyq]TaKJ6"3s̈vXgWyNSaabxIãfR^MydrMgymnssMP^s?Yu*=UѪqS]k3|<ʏʉCB@wyywkZV.XxnQLYplc`}2A,-^aw’~Qpapba\D\Vxxz[:hF4pjoYI[\mt꣋NoyTdgJRZ}y|dj_s|{{igLsF|m{kyI6r]X|R_Yv\=*_rk[[׽uQ/{\hwzɪuQ[^X[\Qr}ks}pdzwr~`W5yϱgvtL`:xqp{XWebcvK/HxSi}iyUy|~XCcSTvXXZHNhۯdc4mzRsnPbw]3E}n`RR]P{xt\L^˖v{b||àCEXmSew{~~Mk]Gi:?aͳmcs_x`{gk}F8~bVwnIM@<MtZ0jiKv~rF<]xR\wSj~d]nygAqa_¾I+?1~_Qȟ|qtzu~ajj%yyRRbǕk$Nnlp]ytcwyLBJm}wG.SDv~2ossv_Fc\?Z^L_tWudUNpmgakoXܞ4)^rgl~lTIBGtdnpglYP~t}F_d_]Xv|Ey;xzY(>.HwyíYSZwe{fWRdu@xCfpyxbnvTAtybq|olpTȝБ"=_cuĹkUq{Q ?crlfb7pv]{{Lkq|z`XdVe|X ?Y]OoŞF4ivmΌum_wq_n{uocF`efqkgW3atƖZtsamdxw˜o+S[cuqoa~Ρ}m>Ak]Ī|ekV;^|U>bL`[WlfeoqY$=57_Swk ?s؀Ǡ(@,m|` '8/kɀ 7`T7;XL?0(7M`@嘟0 ;B/p~{𨈏迸DOFHGhX/P#7rtX]hE[` h-'hX#¤ܲw`CoՠRHEWtetYD*?{ĴU\ʀ;@O,/%?m`Ÿp/wvtPO`eeªy|rkvb_z}`[{`_X[Ypo]c]֠lP)o葻ЌHG׸Ȁ`;gЀkXEi8?pK GH7ш4_P.Sok[e}ǸP0W@oT"oH4?wʬnfِҐHOlަrشp\[|[؈(77{ؐ4?sZ[c2'j~m@GsdKw`/n\XIWTcxQx@5L%%%~~~~~|{wocgXXb]a_qxp~îx_mhRFec557!04) 2>.Cfܞ|idUq}\cO/- =J^mbغtg`KWgOSC:;"#)6lnpڻ[nvghsq<;0 2>Ohlqz~طqiZs`FEF,#14>43ebgѿѵzmw_]N6WC06&(+4FA`۽afaWRH<% $)7SpyZǨȿ©|hXUEF1)$&78HGSzpuӸ~{vbA+3D95Tetİo\FBY*&K@5%,-2>`qbzybRET5EM*,'=.%P\\w¯߾wqaX[G6"C/!%8=)ojI{´}i9R<.G=:+?:#DBZjxڶzaGSN7A/-859;WNFe|òϷͥkHPU9FQ@)STUebHZrfv~{aOZP4CVOESYNBnp`pp=| p|=Fn=@b=n`ra Hj=Ah~`:a JfBH@rRfF.fKg"M.sgtgPgHfxSGjtRGFcn>`jAF gpjgrffnnpenbfJj6p$SG`  RF` Ff > `?~p 0T*0Nu|b$`CpE`bf`FgRGJGgSGSFY@ gH@.fa(@ fza0 b ʠ @ Ee0gNu4.rf?HyaNM\ =|D`LdaxzEfpadppa` Eg0PaaFRE` p a@a8?nn2JAg2< R@AdSf0Nu0 ,p Ce`aJBj gPAe ֠R vn RP0 pNu`6Da @lRP 84 NHѨB?<?/BNAO JkLL8$p<#a000000 #b000000 #c7770007000600070055200505552220770557075055507703111103 #d #E 9B 02 #W 00 00 0C 01 32 17 08 A:\*.*@ #W 00 00 0D 08 15 0B 00 @ #W 00 00 0E 09 15 0B 00 @ #W 00 00 0F 0A 15 0B 00 @ #M 00 00 00 FF A Shapeshifters@ @ #M 00 01 00 FF B Budgie UK@ @ #T 00 03 02 FF Bugs@ @ #F FF 04 @ *.*@ #D FF 01 @ *.*@ #G 03 FF *.APP@ @ #G 03 FF *.PRG@ @ #F 03 04 *.TOS@ @ #P 03 04 *.TTP@ @  bra start loaddeg move.w #$2,-(sp) Open file 'filename' pea filename move.w #$3d,-(sp) trap #1 addq.l #8,sp tst.l d0 bmi error move d0,handle move.l #34,noread Read first 34 bytes = palette move.l #degcols,buffer jsr readdat move.l #colours,-(sp) Set palette(+2 cause 1st 2 bytes=screen res) move.w #6,-(sp) trap #14 addq.l #6,sp clr.l d5 clr.l d6 move.w #0,count Clear counters move.w #0,plane move.w #0,linno move.l #data,buffer Read correct no of bytes for file move.l #50000,noread jsr readdat Read the data move.w handle,-(sp) Close file move.w #$3E,-(sp) trap #1 addq.l #4,sp * For this decompacting bit, a5 holds the screen location throughout, * a6 holds the location in the data,d6 holds the control byte, * and d4 holds the data itself. move.l #data,a6 A6 points to data linloop bsr screenpoint Find initial screen mem loc->a5 move.b (a6),d6 Move control byte into d6 cmp.b #128,d6 beq add1 Ignore it if control=128 bmi literal Branch if control<128 bgt copy Branch if control>128 add1 addq.b #1,d6 Add 1 if =128 and continue. return cmpi.w #160,count If Count>160,plane is finished blt notincplane move.w #0,count Clear count addq.w #2,plane Move to next plane notincplane cmpi.w #6,plane If plane>6,whole line is finished ble pastplane move.w #0,count Clear count move.w #0,plane Clear plane addq.w #1,linno Add 1 to line number pastplane cmp #200,linno If line>200, picture is finished blt linloop If it's not, carry on bra finished *Literal copies the next (d6+1) bytes as they come in the file literal addq.b #1,d6 You have to bloody well add 1 to control byte!!! move.l #0,d4 Clear all of d4 litloop jsr findscreen Find current screen address->a5 move.b 1(a6),d4 Move data into d4(+1 cause (a6) contains control still) move.b d4,(a5) Move data onto screen jsr inccnt Increment Count addq.l #1,a6 Add 1 to data pointer cmp #1,d6 If you've reached 1 in loop, finish early dbeq d6,litloop Do this loop d6 times addq.l #1,a6 Add 1 to a6 for the next control byte bra return Go home *Copy copies the next byte (256-d6) times copy sub.w d6,var256 }Subtract control from move.w var256,d6 }256 move.w #256,var256 Put 256 back where it came from move.b 1(a6),d4 Move data to be repeated into d4 coploop jsr findscreen Find current screen address->a5 move.b d4,(a5) Move data onto screen jsr inccnt Increment Count dbra d6,coploop Do it d6 times addq.l #2,a6 Move a6 to next Control byte bra return Go home *Findscreen works out memory location for next byte to be poked findscreen move.l screen,a5 Base screen add.w count,a5 Add byte count add.w plane,a5 Add plane number move.w linno,d3 add (160*line number)cause 160 bytes per line mulu.w #160,d3 add.l d3,a5 rts *Increment count like 0,1,7,8,15,16,23,24 etc ad nauseum inccnt addq.w #1,count move.w count,d0 btst #0,d0 bne even addq.w #6,count even rts screenpoint move.l screen,a5 A5 points to screen add.w plane,a5 Add plane offset to a5 add.w count,a5 Add byte offset to a5 clr.l d6 clr.l d4 rts readdat move.l buffer,-(sp) Read data move.l noread,-(sp) move.w handle,-(sp) move.w #$3F,-(sp) trap #1 add.l #12,sp tst.l d0 bmi error rts error finished rts buffer ds.l 1 noread ds.l 1 registers ds.l 16 filename dc.b "a:\champs\title",0 pc1 filelength ds.l 1 linno ds.w 1 plane ds.w 1 count ds.w 1 var256 dc.w 256 bra start font_name dc.b "a:\champs\fontish",0 even start clr.l -(sp) supervisor mode on move.w #$20,-(sp) trap #1 move.l d0,savereg move.l $44e,a0 current physbase sub.l #$2000,a0 go back a bit because our 50-60 hz... move.l a0,physbase ..trick would push us into rom move.l a0,a7 temporary stack move.l #moff,-(sp) mouse off clr.w -(sp) move.w #25,-(sp) trap #14 addq.l #8,sp dc.w $a00a move.w #4,-(sp) get resolution trap #14 addq.l #2,sp move.w d0,oldrez and save it cmp.w #3,d0 beq highres move.l $44e,oldscr move.l physbase,screen movem.l $ffff8240.w,d0-d7 save colors... movem.l d0-d7,oldpal ..quickly move.l #scrbuf,d0 add.l #256,d0 and.l #$ffff00,d0 move.l d0,a0 move.l #8000,d1 cls1 clr.l (a0)+ dbra d1,cls1 move.w #0,-(sp) set low res move.l d0,-(sp) phys move.l screen(pc),-(sp) log move.w #5,-(sp) trap #14 add.l #12,sp move.l screen,a0 move.l #10000,d0 cls clr.l (a0)+ dbra d0,cls bsr music bsr loaddeg move.w #-1,-(sp) set low res move.l screen(pc),-(sp) phys move.l screen(pc),-(sp) log move.w #5,-(sp) trap #14 add.l #12,sp lea colours,a0 lea palette,a1 set up palette move.l #16-1,d0 paloop move.w (a0)+,(a1)+ dbra d0,paloop movem.l colours,d0-d7 movem.l d0-d7,$ffff8240.w move.l #font_name,-(A7) open fontish c/set move.w #$3D,-(A7) trap #1 move.w d0,handle move.l #font,-(A7) load it here (end of this prog) move.l #1953,-(A7) 1953 bytes move.w handle,-(A7) move.w #$3f,-(a7) read file trap #1 adda.l #$c,A7 move.w handle,-(a7) move.w #$3e,-(a7) trap #1 close file addq.l #4,a7 move.l #text_1,text_address move.l #scroll,a5 enable scroll interrupt bsr enable_vbi hi bsr hblon enable MFP interrupts *------------------------------------------------ get bsr getkey tst.b d0 bne quit bra get *------------------------------------------------- roller move.w pal1,d0 move.w #66,d1 lea pal1,a0 lea pal1+2,a1 rollcj move.w (a1)+,(a0)+ dbra d1,rollcj move.w d0,pal1+130 rts *------------------------------------------------ getkey move.w #$ff,-(sp) move.w #6,-(sp) trap #1 addq.l #4,sp swap d0 rts *------------------------------------------------ quit move.l #scroll,a5 cut out message scroll move.l #0,$4de lea $ff8800,a0 move.b #7,(a0) move.b #255,2(a0) bsr disable_vbi bsr hbloff disable MFP interrupts movem.l oldpal,d0-d7 old colors back movem.l d0-d7,$ffff8240.w move.w oldrez,-(sp) old resolution back move.l oldscr,-(sp) move.l oldscr,-(sp) move.w #5,-(sp) trap #14 add.l #12,sp highres move.l #mon,-(sp) mouse on clr.w -(sp) move.w #25,-(sp) trap #14 addq.l #8,sp dc.w $a009 move.l savereg,-(sp) leave supervisor move.w #$20,-(sp) trap #1 addq.l #6,sp clr.w -(sp) quit trap #1 oldrez dc.w 0 oldscr dc.l 0 savereg dc.l 0 screen dc.l 0 oldpal ds.w 16 mon dc.b 8 moff dc.b 18 silence dc.b 6,0,7,255,8,0,9,0,10,0,255,0 even *------------------------------------------------------- hblon move.l $120,oldtb save old timer B vector move.l $70,old4 save old vb vector move.l $70,new4b+2 now, new vb routine will jump to ; old one afterwards move.b $fffffa07,old07 timer B enable move.b $fffffa09,old09 timer C enable move.b $fffffa0f,old0f timer B in-service move.b $fffffa11,old11 timer C in-service move.b $fffffa1b,old1b timer B control and.b #$df,$fffa09 disable timer C and.b #$fe,$fffa07 disable timer B move.l #killborder,$120 new timer B vector move.l #new4,$70 new vb vector or.b #1,$fffffa07 enable timer B or.b #1,$fffffa13 set timer B mask rts hbloff move.w sr,-(sp) move.w #$2700,sr cut out all interrupts move.b old07(pc),$fffffa07 restore all old vectors move.b old09(pc),$fffffa09 move.b old0f(pc),$fffffa0f move.b old11(pc),$fffffa11 move.b old1b(pc),$fffffa1b move.l oldtb,$120 move.l old4,$70 move.w (sp)+,sr rts old4 dc.l 0 oldtb dc.l 0 old07 dc.b 0 old09 dc.b 0 old0f dc.b 0 old11 dc.b 0 old1b dc.b 0 even *------------ ; This is the new VBL handler new4 clr.b $fffffa1b.w disable timer B move.b #199,$fffffa21 first raster 199 lines away move.b #8,$fffffa1b enable timer B move.l #killborder,$120 timer B vector new4b jmp $12345678 pass ontrol to OLD vb vector killborder clr.b $fffffa1b.w timer stop movem.l d0-d4/a0-a3,-(sp) move.w #$fa21,a1 move.b #140,(a1) changing this number had little effect move.b #8,$fffffa1b.w this line is essential move.b (a1),d0 wait4 cmp.b (a1),d0 wait last scanline beq wait4 clr.b $ffff820a.w 60 Hz moveq #3,d0 nopi2 nop wait a while dbf d0,nopi2 move.b #2,$ffff820a.w 50 Hz moveq.w #44-1,d2 number of colors in table move.l #pal1,a2 pal1: color table move.l #pal2,a0 move.l #pal3,a3 move.l $ff8240,d3 loop move.w (a3)+,d4 bne notblack move.w (a2)+,d4 bra black notblack add.l #2,a2 black move.b (a1),d0 get value of timer B wait cmp.b (a1),d0 wait one scanline ! beq wait move.w d4,$ff8240 move.w (a0)+,$ff8242 dbra d2,loop move.l d3,$ff8240 movem.l (sp)+,d0-d4/a0-a3 bill bclr #0,$fffffa0f.w end of interrupt rte final exit *------------------------------------------ pal1 dc.w $000,$002,$004,$005,$006,$007,$007,$006,$005,$004,$002 dc.w $000,$020,$040,$050,$060,$070,$070,$060,$050,$040,$020 dc.w $000,$200,$400,$500,$600,$700,$700,$600,$500,$400,$200 dc.w $000,$022,$044,$055,$066,$077,$077,$066,$055,$044,$022 dc.w $000,$220,$440,$550,$660,$770,$770,$660,$550,$440,$220 dc.w $000,$202,$404,$505,$606,$707,$707,$606,$505,$404,$202 pal2 dc.w $000,$000,$000,$000,$000,$000,$000,$000,$000,$000,$111 dc.w $111,$222,$222,$333,$444,$555,$666,$777,$666,$555,$444 dc.w $333,$222,$222,$111,$111,$000,$000,$000,$000,$000,$000 dc.w $000,$000,$000,$000,$000,$000,$000,$000,$000,$000,$000 dc.w $000,$000,$000,$000,$000,$000,$000,$000,$000,$000,$000 dc.w $000,$000,$000,$000,$000,$000,$000,$000,$000,$000,$000 pal3 dc.w $000,$000,$000,$000,$000,$000,$000,$000,$000,$002,$002 dc.w $003,$003,$004,$004,$005,$005,$006,$007,$006,$005,$005 dc.w $004,$004,$003,$003,$002,$002,$000,$000,$000,$000,$000 dc.w $000,$000,$000,$000,$000,$000,$000,$000,$000,$000,$000 dc.w $000,$000,$000,$000,$000,$000,$000,$000,$000,$000,$000 dc.w $000,$000,$000,$000,$000,$000,$000,$000,$000,$000,$000 degcols dc.w 0 colours dc.w $000 dc.w $700 dc.w $600 dc.w $400 dc.w $200 dc.w $007 dc.w $006 dc.w $004 dc.w $002 dc.w $740 dc.w $766 dc.w $557 dc.w $446 dc.w $335 dc.w $224 dc.w $777 palette ds.w 32 ds.w 10 physbase dc.l 0 screen_0 dc.l 0 handle dc.w 0 ds.w 48 even *---------------- * SET a Sequence of VBI routines [ C.Maertens ] 20/9/87 * Each routine has to be enabled or disabled separately * Address of routine expected in A5 * first available slot is usually the second one, first being gem * move.l #myroutine,$4d2 also does the same job * see example of TWO vbi's at once in Operation Angelica enable_vbi movem.l a0-a5,-(sp) move.l $456,a0 enab1 tst.l (a0) is is nought? (free) beq enab2 adda.l #4,a0 bra enab1 enab2 move.l a5,(a0) slot in this routine movem.l (sp)+,a0-a5 rts *------------ disable_vbi movem.l d0/a0-a5,-(sp) a5 holds address of routine move.l $456,a0 disab1 cmp.l (a0),a5 contents of $456 same as routine? beq disab2 disab3 adda.w #4,a0 try next one bra disab1 disab2 move.l #0,(a0) switch it off movem.l (sp)+,d0/a0-a5 rts *--------------------------- * message scroller scroll tst.w vvar1 bne tscr18 cmpi.w #16,vvar2 bls.s tscr6 clr.w vvar2 tscr3 movea.l text_address,a0 scroll variable (holds address of text) moveq #0,d0 move.b (a0)+,d0 cmpi.b #$ff,d0 end of main message? beq tscr11 cmpi.b #$fe,d0 end of reset message? beq tscr11a tscr4 move.l a0,text_address cmp.b #$20,d0 ble tscr12 tscr5 subi.b #$20,d0 lea font,a1 where font is loaded lsl.l #5,d0 adda.l d0,a1 lea workspace,a2 move.l (a1)+,(a2)+ move.l (a1)+,(a2)+ move.l (a1)+,(a2)+ move.l (a1)+,(a2)+ move.l (a1)+,(a2)+ move.l (a1)+,(a2)+ move.l (a1)+,(a2)+ move.l (a1)+,(a2)+ tscr6 move.w speed,d0 tscr7 move.l screen,d7 add.l #212*160,d7 line of scroll number 2 move.l d7,old_screen_pos move.l d7,a2 lea workspace,a1 moveq #15,d1 tscr8 lsl (a1)+ roxl $98(a2) roxl $90(a2) roxl $88(a2) roxl $80(a2) roxl $78(a2) roxl $70(a2) roxl $68(a2) roxl $60(a2) roxl $58(a2) roxl $50(a2) roxl $48(a2) roxl $40(a2) roxl $38(a2) roxl $30(a2) roxl $28(a2) roxl $20(a2) roxl $18(a2) roxl $10(a2) roxl 8(a2) roxl (a2) adda.l #$a0,a2 dbf d1,tscr8 addq.w #1,vvar2 dbf d0,tscr7 tscr9 bsr roller rts tscr11 lea text_1,a0 at end of main message, we come.. move.b #32,d0 ..here again bra tscr4 tscr11a lea text_1,a0 at end of reset message, we come.. move.b #32,d0 ..here bra tscr4 tscr12 cmp.b #1,d0 speeds 1 slow 4 fast 5 stop beq tscr13 cmp.b #2,d0 beq tscr14 cmp.b #3,d0 beq tscr15 cmp.b #4,d0 beq tscr16 cmp.b #5,d0 beq tscr17 bra tscr5 tscr13 move.w #0,speed bra tscr3 tscr14 move.w #1,speed bra tscr3 tscr15 move.w #2,speed bra tscr3 tscr16 move.w #5,speed bra tscr3 tscr17 move.w #50,vvar1 move.w #16,vvar2 bra tscr18 tscr18 subi.w #1,vvar1 bra tscr9 * call and execute next program music move.l #environment,-(sp) call program one move.l #environment,-(sp) pea name1 move.w #0,-(sp) chain this routine move.w #$4b,-(sp) execute it trap #1 adda.l #$10,sp rts environment dc.b 0,0,0,0,0,0 name1 dc.b "a:\champs\music",0 even * TEXT FOR MESSAGE * * speed: 1 to 4 (slow-fast) 5 is stop 255 is end text_1 dc.b 4," WELCOME.. ",5 dc.b 4," " DC.B 3,"THIS IS CJ OF THE ETERNAL CHAMPIONS HERE WITH THE " dc.b "INTRO FOR " DC.B " " DC.B 4," SPACE DUEL ",5 DC.B 4," " DC.B " AND ",5 DC.B 4," " DC.B " MANDELBOT SET ",5 DC.B 4," " DC.B 3,"THESE PROGRAMS ARE DISTRIBUTED AS PART OF THE FABULOUS BUDGIE UK " DC.B "LICENCEWARE SCEME, THE GROUP THAT BRINGS ACTION AND " DC.B "ADVENTURE TO YOUR ST FOR LITTLE MORE THAN THE PRICE " DC.B "OF A BLANK DISK." DC.B " " DC.B 4," WOW !! ",5 DC.B 4," " DC.B 3,"BOTH OF THESE PROGRAMS WERE WRITTEN IN FAST BASIC (WITH 68000 SUBROUTINES, " DC.B "WHERE NECESSARY). I WILL TRY TO FIT THE SOURCE CODE FOR BOTH OF THEM ON TO THIS DISK " DC.B "AFTER I HAVE FINISHED TYPING THIS SCROLL TEXT." DC.B " " DC.B "THEY WERE WRITTEN BEFORE WE WROTE EXODUS (THE FABULOUS 8 DIRECTIONAL " DC.B "FAST ACTION 68000 ARCADE GAME BY THE ETERNAL CHAMPIONS !!!! (GO AND BUY IT NOW FROM " DC.B "YOUR FRIENDLY BUDGIE UK STOCKIST)). THEY WHERE WRITTEN BY DAVE AND MYSELF WHILST WE " DC.B "WERE SUPPOSED TO BE GOING TO LECTURES AT NEWCASTLE UNIVERSITY, BUT CODING WAS MUCH " DC.B "MORE FUN. " DC.B " " DC.B 4,"SPACE DUEL: ",5 DC.B 4," " DC.B 3,"SPACE DUEL IS BASED ON A GAME THAT I USED TO PLAY WHEN I WAS YOUNGER ( I THINK IT WAS CALLED " DC.B "SPACE WAR BUT I AM NOT 100 PERCENT SURE). SPACE DUEL RUNS IN HIGH OR MEDIUM RESOLUTION BUT " DC.B "IS MUCH BETTER IN HIGH RES SO IF YOU ARE THE LUCKY OWNER OF AN SM125, SM124 OR SOME MEGA " DC.B "EXPENSIVE MULTI-SYNC THEN PLUG IT IN AND GET BLASTING. SPACE DUEL IS A TWO PLAYER GAME AND " DC.B "REQUIRES TWO JOYSTICKS TO PLAY. EACH PLAY SELECTS THEIR RESPECTIVE SHIPS BEFORE BEING " DC.B "TRANSPORTED TO THE COMBAT ARENA WHERE THEY MUST BATTLE TO THE DEATH. THE SUNS GRAVITATIONAL " DC.B "FIELD MAY HELP YOU ESCAPE YOUR ENEMY BUT BE CAREFUL FOR MANY A BRAVE PIOLT HAS LOST HIS LIFE " DC.B "IN THE SCORCHING FLAMES." DC.B " " DC.B 4,"MANDELBROT SET: ",5 DC.B 4," " DC.B 3,"*** THIS PROGRAM MUST BE RUN IN LOW RES *** " DC.B " " DC.B "THERE IS A READ.ME FILE (MANDEL.DOC) ON THIS DISK THAT EXPLAINS ABOUT MANDELBROT SETS. " DC.B "I WILL NOT ATTEMPT TO EXPLAIN THEM HERE BUT WILL GIVE YOU A SUMMARY." DC.B " " DC.B 4,"SUMMARY: ",5 DC.B 4, " " DC.B 3,"MANDELBROT SETS ARE VERY COMPLEX BUT ARE VERY PRETTY, ALSO IF YOU TELL YOUR MATHS TEACHER " DC.B "ABOUT THEM HE/SHE WILL EITHER BE VERY IMPRESSED AND PUT YOU TO THE TOP OF THE CLASS OR " DC.B "WILL THINK THAT YOU ARE A RIGHT CREEPY LITTLE SWAT AND GIVE YOU EXTRA HOMEWORK." DC.B " " DC.B 4,"END OF SUMMARY ",5 DC.B 4," " DC.B 3,"NOW FOR THE GREETINGS:" DC.B " " DC.B 4,"HI TO: ",5 DC.B 4," " DC.B " GOTH ",5 DC.B 4," " DC.B 4,"OF THE SHAPSHIFTERS" DC.B " " DC.B 3,"THANKS FOR THE GREAT MUSIC" DC.B " " DC.B 4," CAMY ",5 DC.B 4," " DC.B 3,"THE MAIN MAN AT BUDGIE UK WITHOUT WHOSE TIME AND EFFORT THESE GAMES WOULD NOT REACH YOU. " DC.B 3," " DC.B 4," THANKS CAMY! ",5 DC.B 4," " DC.B 4," THE LOST BOYS ",5 DC.B 4," " DC.B 3,"GREAT DEMOS, WHEN IS MAGGIE3 COMING OUT?" DC.B " " DC.B 4," STUART ",5 DC.B 4," " DC.B 3,"WHEN ARE YOU GOING TO START CODING AGAIN? " DC.B " " DC.B 4," STEVE ",5 DC.B 4," " DC.B 3,"PLEASE WRITE TO ME AND LET ME KNOW WHAT YOU ARE DOING THESE DAYS." DC.B " " DC.B 4," E.O.G. ",5 DC.B 4," " DC.B 4,"END OF GREETINGS!",5 DC.B " " DC.B 3,"AS ALWAYS I WILL INCLUDE MY ADDRESS JUST IN CASE YOU WANT TO WRITE " DC.B "TO ME OR SEND ME SOME MONEY OR SOME BLANK DISKS." DC.B " " DC.B 4,"ADDRESS: ",5 DC.B 4," " DC.B 4,"58 CHESTNUT AVE ",5 DC.B 4," " DC.B "BILLERICAY ",5 DC.B 4," ",3 DC.B "ESSEX ",5 DC.B 4," " DC.B "CM12 9JG ",5 DC.B 4," " DC.B 3,"THANK YOU, WELL THAT ABOUT WRAPS IT UP SO ......" DC.B " " DC.B 4," LET'S WRAP ",5 DC.B ".............................................." DC.B ".............................................." DC.B 4," " dc.b 255 end even vvar1 ds.w 1 vvar2 ds.w 1 text_address ds.l 6 workspace ds.l 8 temp storage for character speed ds.w 1 bounce dc.b 1 direction dc.b 1 line_one ds.l 1 old_screen_pos dc.l 0 ds.w 8 scrbuf font ds.b 2192 c/set is physically loaded HERE ds.b 32768-2192 data ds.b 32000 9 J9 9 nabJFgV3aFJ@f309| Nu<@gpNu<gpNu<gpNu<gpNuapNu0<aրB??/!@4 h Hx??<? o \zk:fp`^k g*PHQ _fNuS @NAXLfbp%`trSRH0=GD Fa$-Kat c.܆ A|Skz&Y24A B@b6<Id` ۀ TF`HAPC a0L < A@eH@"KpaL``p`p`&nt6<X0QNu k6 I"`BGP_`agRSj QV"HP <.Dx a֢棬ZRPöge`U  fS& 4 _aE R@Hd2"! `""""Q\J@Nu _HzHP`p 9l`$H EAP l AertBr@͉ IaB"H _/ 8? 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(613) 731-2779 If you use PERUSER and have not purchased issue of the ATARIf diskmagazine,U, are requirto sea donati; $10.00 forw is program.ZWrite a FREE listall ourductsSt7ard LOAD | MARKrt PRINT Markg | GOTO| SET Da| FIND RematE0 DocumenLTimQUITLINES  OF| Free: | u | ######printer.infp 0 q Vers1.11 byn PankeCopyright 1989ĚLEFO-Back o5pageSHIGo&text sALFi heading-RIGHForw]-袠-kl in MEDIUM Hsolu! **adyZ**Cli,YButtEiDATE =>stgŧTIMUTTONcomfirmLa file may access addi als.hENABLEhe>1 B &j , ,T,T,T,,,H(,\h"V,H,ZЮ~2n t\((@P p| *$&oG K` r@HEQ`QpmW KC ,H <n""*H <p""(H <<"" "KHH@HtJgpӑbCgA0</|N : Kopiert Partition auf Diskette(n) und umgekehrt01Bezeichnung : Erklrung11Einstellungen10VERIFY DEST. : Nachtrgliches berprfen der Zieldiskette an/aus0FAST/NORMAL... : Schaltet zwischen 'FAST FORMAT' und 'FORMAT', also0 schnellen und normalen (sichereren) Formatiermodus um0...FORMAT : Vor Schreibzugriff auf 'Dest.' Track(s) formatieren?0READ DISK CONF : Zu verwendendes Diskettenformat von der Diskette in0 'Source' lesen (auer bei 'FORMAT'), oder das0 eingestellte aus 'Set Disk Conf.' bernehmen?0MULTIPLE COPY : Beim 'COPY' und 'NEW CONF' nur eine oder mehrere0 Duplikate erstellen?0GET SECTORS : Ist 'Read Disk Conf.' selektiert, dann alleb}k`vͨTM^E(BQQah^O\o`dvmZ^E67[hLZkb]QXarlbdK9RVYafjSUZ]krvxf]UIKZVU[jeW`lccxbe\MGJY_`fbfki]cw~tZSJBZWXjys]bcMgn~q]bWARh[_qjahb]iol|p_dXM^pYVuuXZmbYqymgraL`mTe}bUlhYf~wqwtx\VtZJhxk[rrVawbt~bWfl[\wj\kwYNuwqwwpq[okSVymYpwi^q|k{{kdrmabbjnslWsrpy}{~|vklnbblpkhqopshi~}}zvmpzj_mnlovidvwt{}qy|yhjlg^fytai||u}{qw||yggvy`Znusxzxrv|{|xs}pihlfmwlkyvwqx}npz}}zqvn`\jtt|}jys]qxusoyjn|rhzzaeq{wr{cn}}}~~omobbprx|v~|njzu{yt~pspklpls{t~y~vefvvrvy~n]jzy~~{}em~|oo|tlt~}vrmdhzxqqn[aw|{vw~ou~pj~{wrvpgotjfwz~}qs{oj}|ooumjstjqvt|~sq{|nv}rs~o^akhit|upnnuqlrtecnk]cx~quystrjoqmkhgdmtyyx{}y{qnpkjeY_v|y{~}||y|znim_Zelmy~||{x~y{tnoo^Pdupq}vy{puziheUJYpx|uz~~yvwod^\gghmw~~wyre`_Zbdh{v{w}|~zph`X_hfi{{sszysspdQS^krx}{~uqz|}xj_VRZ^iu~y}}|yo`WVaglu}}~~|~~~ue^__`]dv|{}}}}|zqld]`e_ds{y|{}y~}tnc[[b^gw|{~zsx}{zvrm``bddkrqw}xy~|~tvwked_anrqs|wv}}|}~sejh`]fhpysv|z|}vje_W[nuvxyuwwxw}yz{qjkgegjirxtoptz}ysjb]ckooqswsqnr{~xvx{vofb`hopnoprtvyzv|tmonicegmqqiiu~|yupc[ajjijqv{uqvzognpmkifnohags|~~|skbdjmjijmornr}~yyvl^clsvqc]dotvx}}}|uopvlb`fhhffl{|wy~wmfcghfdmuuooow{x{wwxqdcegfkkkqxxu{zwvvxxtigffekmjhmrx}~vtssqrqpkigeacfmqv|}zwz|}vkfdca_^epxz{zz{|y{|}yrgabfhhccdkow~~~}xwupieabdjlljkjkqy~|xssolmpomgd^^binu|zwuxxtnjeilkb^^aclw|vstxy{yuhb]\[_aeluz|~~{z}|vnhceda`ddeflr|ywyxvyvpgd_^^`^cnttv{}}zvolmoomf`]`^^bjs|{snqu{yuome]URV`hpw}yxttu}~zpeZWTUW`lvz|||}{zz}}{srmeZRRX^fmprvz~}|xvv{zukaWTVZZckoqv{}zvvy{xrha[YWZ[afkpw{~zwwyz{wri`XVVY^eikorv{}|yyx{wsja[XWXZ`agntz}xxxwttodYVRTZbeiotx~yxuuuwod\XSRV_dmsuw}{wwwvttmdZVSW[aejos{}zxvuvtj`YXVY[`fkopx}}|}{xtofa[XVY[aafmu{~}yunibdc`ZZZ]_cju~|yrqpokg_[WXY[`ipv}{vromlkkd[UVX]aflv~{ronlfcaa\\Y[bgks||xvssqqlia[YZYZ^gqyzurspljia\XY[aeikr{|rklnqnjb^\[Y]bjqw{|xuqlmlle_ZYZ`eipywqmijhgeea\Y`diqy~|uqokllkgd`\[achow}xustroieaa`a`dejpv{}unkikklkjfb]]]fow}ztplmlljg`^\afnruz|xqplnljhgdb``cjs{~}xupkdbadgjkkggjpx}wqollijklifaadlu{~xqjfddhlmojgbekt}|ytrmkjkkjhhddfkov}}uoihilkmlkebeipz{uspnklihfiikmprw~ztsqnjhfiikkoqrruw}}wqjiikknorppkklsx}ztrnnnonomlklmopuz~xrmnlnnnmnlnmoqv|}xtomlmmqqpmmlnry~zxvtrookmnooqqsux{~~zwqppolnorqrqrtvx}}}{yvqmjlmprvutstv|{yxrnjkmqtuuwvwwz~|vsnlknptxyvvssv|~{xupnmnntuxwwvwy}zvspqorswwwvusuy~||zuqopqstvxyxyy~{urmmorvyzzy{|}~ztpmnpsvz{{yyy}~zusrrrsvuwyyz}~~|vurqrsuwy||{|{~~}{wvrrtvvy{|{|}~}ztonosv{~}{z|}ywwwwuttv{~~~}{ywsssswz~|{z}|{ywwustx|~|{}~~|xvstvwy{~|}}~~~~zvspru|}zvx{~~zxvvuvy}~}}|~~~~~~zvttx|}{z}~~~~}|zyxwxy|~|wwx}~~~}xvuwz{~~~}||{}~~~}zyxxz|~~{zy{}~~~}{xyy{|~~|zzy}~~~|xwwz}~||{|}~~~|{{|}}~~~|{z}~~~~~~}||}~}~~~~~|zyz{~~~~~}|{|~}{|{||~~~~}}||}}}|yz{}}~~~~~~}~~{{yz{~~~~~}}}}~||{|}~~|||}~~~|}{|{}~~}}~~~~~~~~}|}z|}}}|}~~~~~{zyz{|}~~~~~}{zxy{}~~~~~~{{z{z}}~~~~~~}~~|yyxyz}~~~~}|}}{zxyz~~}||}}~~~~~~}|}{{{{z|}~~||zzz{|}}~~|}~}{xxxzz}~~}}{{yzz{{|~~~~~}}zywwwy|~~~~||{{zywxy{~~~~|yywxy{}~}~}~~~~~~~~|{xwvxz|~~~~~~yxwxxzz|}~~~}{utswz}~}|~~|zwvuvx|~~ywsuvy|}~~}|}|}~|zvuuwy|}~~}~~~{xuutwy|}}}}}~~}yvtsuw||~~~}}|~~zwtutwz||~||}~~~{xuttww{|}}}}|}~{xtttwx{|}||{||zxvuuxwz{}}||}{}~}ywuvuxxzz{z{z|}~}zyvwvwwyy{zzz|~~}yywwvwwxy{{||}}~~|zyxwwxxyyzy{z{}~~}{{xwvvwxyzz{z{|~~}zyuvvxyzyywxy{}~||{yywwvwvxwz{|~~{|zzxxwxwxxxxxy|}}|}}|{yvwuvvxxzz}~}}}|{zyxwuvuwx{{}~~~}}{{yywvuvuxwy{}~}}||zywwuvuxxzz{~}~|{xwuvuwwxyzz{~}|yyxxwxwxvwvwx|}}{{{{{{yyvvtvvyz}~}|{{{{zxxvvuvvyz}~}|z{yywxwwvwwzy|}~~|zyy{{{zxwtutwy}~}|{zzyzxywxvwvxy|~|zzz{{{zywvuuvy{}|{yyyyzzzywwvxy}~~}{{zzzzyzxxvwvxxz}~|zxxyz|||yxtutwx|~~|{yzzzzzxxxwwxy|}zzyz{{|{xxvvuxy|~}{zyyz{|zzywwvxy|~|zzyz{{|{zzwxwyy|~{{zz{{{{zzxwvxy|~}{zzz{|}|zyxwwx{}~}|{zzyzz|zzxxxzz}~}zyxzz|}}zyxxxy{~{{zz{{{|{{xyxy{|}z{z||}{|zyxxxzz}~}||z{z|{|{{zzyz|}}}|{|{|||zzzzzz|~}{|||||{{yzzzz||~~|}||||{|{|{{{|{}~}}}}|||{|z{z{z}}~~~~}}{|||{|{||||}}~~~}|||{|z{z|{||}|}~~~}|||{|{|{}|}}|}~}~}}|{{|||}|}}}{}~~}~|}}{|{|}~}}|}|~~~}|}|{{|||}~}}}}}~~~~|{{|}|}~~}}{|}~~~}}}~~|}|}}}}}~~~~||||{}{}~~~~~~~~~|||{||}}~~~}~}~~|}~}~~}}}|}|}}~~~~~}}|}|}|}}}~~~~}~~}}}|}~~~~~}~~|}|}~}~~~~~}}|}}~~~~~}~|~}~~~~~~|~|~~~~~~~~~}~}}|~~~~~~}|{}}~~~~~~~~}~}~}~~~}~~}}~~}~~~~~}~~~~~~~~}|}}~~~~~~~~~}}|~}~~~~~~~~}}|~~~~~~~~~}~}~~~~~~~~~~}~~~~~~~~~~~~~~~~~~2ZT@ AB A1In3 k0h6P2XL' B„i \@׺/f<=H54"!7J& rv\P< d:? @(P_PCP3 X&E9 AS@20Ak/0FB@B  kZN@ D` "` 0 "  e% @H` $0 C@` ,-RP<3'irA ; G@H @ pj bRBȰFLsqʁA  @`ShIq * ņ0 A(S @Ml!8`5_AN`p@?Arpx$r{  (`xj¤.#8`\8 2`*d 'H@ON4 `Os A(b.z& P,HYh|`@2 0laI2 e0Ҕ@:_86`0 TTH4##m1VT4@sD`x "T T@3Xb& l:|1 @"'QB4:,fOUth&$0.D9!q$/@8Ip`&`01T8 3 L@! "X?2 $¼6P?LVb c^(2!<D N,: 2-}K;g_ pD4lHA0# `DxdhPp CLR.L -(SP) ; Enter supervisor mode. MOVE.W #$20,-(SP) ; Super. TRAP #1 ADDQ.L #6,SP MOVE.L D0,SV SL EQU $FF8800 SD EQU $FF8802 LEA SL,A0 move.b #7,(a0) move.b #%11111000,2(a0) MOVE.L #$08000000,(A0) MOVE.L #$09000000,(A0) MOVE.L #$0A000000,(A0) bi MOVE.B $469,D0 FT CMP.B $469,D0 BEQ.S FT bsr vbi ; bsr guitar CMP.B #97,$FFFC02 BNE BI lea $ff8800,a0 get sound chip move.b #7,(a0) move.b #%11111111,2(a0) cut out lingering noise move.l #$8000000,$ff8800 move.l #$9000000,$ff8800 move.l #$a000000,$ff8800 MOVE.L SV,-(SP) MOVE #$20,-(SP) TRAP #1 ADDQ.L #6,SP CLR -(SP) TRAP #1 guitar move.b #8,(a0) move.b #15,2(a0) move.b #0,(a0) move.b #192,2(a0) move.b #1,(a0) move.b #0,2(a0) rts VBI add.b #240,flo bcc killer lea sl,a3 ;\\\\\\\\\\\\\ MOVE.L UPTO,A2 MOVE CUNT,D3 MOVE.B 33(A2),D4 SSU SUBQ.W #1,D3 BPL PART1 moveq.l #1,d1 MOVE.L d1,PNT1 MOVE.L d1,PN.  t..  tMUSIC Rt SPACE9 S t KJTITLE Zt KFONTISH jt *CROLL S Lt Q``Pack-IceIKM.< Da&NK kA -Jgrѓg f``GP$]*$**ԓ**ԓ(p AC$QC&LN&&QvHCj&l",p&&QjNH Na0aZd"raTdCv !anH@@Vҩ%QnfLNup%QNu> f.%߇`>.-%Wއ`,އgNu> f.%߇Nu.-%WއNurއgAQNuCtaTxr1 Hka1 AgCrtaTr1 HaBq `rptadpt@aBC@!!Q`    `"V 8B g#B`#: e6lnT/KH B*\/`&Q?1NAHCoS(b H:Jg&ד>,$y69ThSCjl$1'P`Ρ]K5*avPPE 0"3 %&92fE46"!Bg "R}OT T}j|g "i ja#ʇ3#٤c>`kFAkּ WL; .W#mB~ 2>hWs< O& Ng Js8@ww<U vX- j.Qj0I" z:0Ы^ HEH@|BQ"p)#`?SXQ0$'` *%f~dJg>a `,r*sgj A(TP4.e@ {Nf#OyRÀf% )\` Cq (C).WHEA 45 GSDRILL AVE BOLTON_LANCS, U.K.B@\B?<m6\Gf.b(mDA"Tn2G3AD`BmwVYQPfd͗L@DdS)cKWAd1 d@&n3 n|-Uh+cVj-nZBSNu ) mRiA HK`@v%$f, dGU&D<7X 8#`5RFaL ¡=%:pO-W' ęمv!22`, =#*%  ˤra6H<M( ȭbIOEEZ : <   @ @    <5`3[( !8p&cGh]0(aqdrd0`E`j[Fs6S" ll8-e )00$20WɢG 5dp @QsgNl`*H q  " Hv *Ztx  .`@T2 MOVE.L d1,PNT3 MOVE.L d1,PNT5 ;MOVE.L #$9000000,(a3) Lea 36(a2),a2 CMP.L #CHAN0,A2 BNE.S LLA LEA DOTH,A2 LLA MOVE 34(A2),D3 MOVE.B 33(A2),D4 PART1 W0 BTST #1,D4 BEQ.S W1 MOVE.L (A2),A1 MOVE.L 4(A2),A0 BSR CHAN0 W1 BTST #2,D4 BEQ.S W2 MOVE.L 8(A2),A1 MOVE.L 12(A2),A0 BSR CHAN0 W2 BTST #3,D4 BEQ.S W3 MOVE.L 16(A2),A1 MOVE.L 20(A2),A0 BSR CHAN0 W3 BTST #4,D4 BEQ.S W4 MOVE.L 24(A2),A1 MOVE.L 28(A2),A0 BSR CHAN0 W4 MOVE.L A2,UPTO MOVE D3,CUNT ;--END OF VBI ;--------EXIT killer rts flo dc.b 0,0 SV DC.L 0 DC.B " (C) G.WHEATON. 60 NEVIS GROVE. BOLTON. U.K. " even UPTO DC.L ee-36 CUNT DC.W 0 EVEN ;\\RUNNING ORDER SEQUENCE ee doth DC.L PNT5,yy DC.L PNT1,dd DC.L PNT2,bb DC.L PNT3,drm DC.B 1,%00011110 DC.W -1+64*4 DC.L PNT5,yy1 DC.L PNT1,ff DC.L PNT2,bb1 DC.L PNT3,drm DC.B 1,%00011110 DC.W -1+64*4 DC.L PNT5,yy2 DC.L PNT1,ff1 DC.L PNT2,bb2 null DC.L PNT3,drm DC.B 1,%00011110 DC.W -1+64*4 CHAN0 ;\\\\\\\\\\\\\\\\\\\\\\ MOVE (A1),D0 ADD D0,A0 MOVE.L (A0),D1 ;GET NOTE 0 & DURATION MOVE.B 13(A1),D5 EXT.W D5 SWAP D1 ADD D5,D1 SWAP D1 CMP #$FFFF,D1 BNE CON2 CLR (A1) ;RESET TO START SUB D0,A0 MOVE.L (A0),D1 CON2 SUBQ.B #1,3(A1) ;NP0 BNE STILLON MOVE.L D1,6(A1) ;TMP0 \D1.W IS DURATION MOVE.L D1,20(A1);TEMP HOLD NOTE MOVE.B 26(A1),4(A1) ;VOL0 MOVE D1,2(A1) ;NP0 \SET NEW DURATION ADDQ.W #4,(A1) ; & INC POINTER STILLON ;\\VOLUME RFF ;\\\\\\\\\EFFECTS\\\\\\\\\\ NV0 MOVE.B 2(A1),D0 CMP.B #4,D0 BNE DOIT ADDQ.B #1,4(A1) RTS DOIT DZZ MOVE.B #7,(a3) MOVE.B #%11111000,2(a3) BRA FCC EFCT DC.L FINK dc.l vib,warb dc.l drum,SLIP dc.l silent,mug dc.l mug1,mug2 DC.L git FCC LEA EFCT,A6 AND #31,D0 ASL #2,D0 MOVE.L (A6,D0),A0 JSR (A0) MAZ ADDQ.B #1,4(A1) ;VOL0 MOVE.B 11(A1),(a3) MOVE.B 21(A1),2(a3) ;TMP0+1 MOVE.B 12(A1),(a3) MOVE.B 20(A1),2(a3) ;TMP0 moveq.w #0,D0 MOVE.B 4(A1),D0 MOVE.B 10(A1),(a3) MOVE.B 28(A1,D0),2(a3) ;VOL0 fink rts ;-------EFFECTS ROUTINES-------- ;1-256---DELAYED--VIBRATO------- mug bra.s wwq VIB moveq.w #0,d1 move.b 4(a1),d1 cmp #24,d1 blt.s sac WWQ MOVE 16(A1),D1 ADD D1,18(A1) MOVE 14(A1),D1 CMP 18(A1),D1 BLT.S RIST KJ NEG D1 CMP 18(A1),D1 BGT.S RIST SAZ MOVE 6(A1),D1 ADD 18(A1),D1 MOVE D1,20(A1) SDC RTS RIST NEG 16(A1) BRA.S SAZ sac move 6(a1),20(a1) rts ;2-512------WARB DW----------- warb lsr 20(a1) cmp #60,20(a1) bgt.s gaz move 6(a1),20(a1) gaz rts fty dc.w 128 mug2 move.b #149,4(a1) rts mug1 move.b #139,4(a1) addq #1,lol move lol,d1 and #3,d1 asl #1,d1 move 6(a1),20(a1) move pap(pc,d1),d1 add d1,20(a1) rts pap dc.w -1,0,1,0 lol dc.w 0 ;3--768--------DRUM----------- DRUM SUBQ.B #2,21(A1) MOVE.B #7,(a3) MOVE.B #%11011000,2(a3) MOVE.B #6,(a3) MOVE.B 21(A1),2(a3) MOVE.B #5,(a3) MOVE.B 32(A2),2(a3) MOVE.B #4,(a3) MOVE.B 21(A1),D0 ASL.B #3,D0 MOVE.B D0,2(a3) RTS ;------5*256 silent move.b #150,4(a1) rts slip rts ;------9*256 git tst.b 4(a1) bne.s palp clr bab palp move.b #99,4(a1) addq.w #1,bab move bab,d1 move.b gitr(pc,d1),d2 ext.w d2 move 6(a1),d1 add d2,d1 move d1,20(a1) rts bab dc.w 0 gitr dc.b 0,0,0,0,0,0,0,0 dc.b 0,0,0,1,2,3,4,5,6,7,8,9,10,11,12,13 dc.b 15,14,15,14,11,10,11,15,14,16,15,14,13,15,13,14 dc.b 12,11,10,9,8,7,6,5,4,3,2,1,0 dc.b 1,1,0,1,1,1,0,-1,-1,0,0,0,1,1,0,1,0 dc.b 1,1,0,1,0,1,1,0,-1,-1,0,-1,0,0,1,1,2,1,0 dc.b 1,1,0,1,0,1,1,0,-1,-1,0,-1,0,0,1,1,2,1,0 even ;\\\\\\\\\\\\\\DATAS\\\\\\\\\\\\\\\ ;\\NOTE 1ST WORD. DURATION 2ND WORD ;\\\LEAD ;\\\MIDDLE PNT1 DC.W 0 DC.W 1 ;EFFECT & DURATION 2(A1) DC.B 0,0 DC.L 0 DC.B 9,2,3 DC.B 0 ;ADD 13(A1) DC.W 3 ;VIB LIMIT DC.W 2 ;VIB ADD 16(A1) DC.W 0 ;VIB 18(A1) DC.L 0 ;TEMP NOTE 20(A1) ti DC.B 1,1 ;VIB RATE 24)A1) DC.B 0,0 ;INITIAL VOL ;ADSR 28(A1) DC.B 15,14,14,14,13,13,13,13 dcb.b 16,12 dcb.b 16,11 dcb.b 16,10 dcb.b 16,9 dcb.b 16,8 dcb.b 32,7 dcb.b 32,6 dcb.b 32,5 dcb.b 16,4 dcb.b 20,3 dcb.b 8,4 dcb.b 8,5 dcb.b 8,6 dcb.b 8,7 dcb.b 8,8 dcb.b 8,9 dcb.b 8,10 EVEN ;\\\BASS PNT2 DC.W 0 DC.W 1 ;2(A1) DURATION DC.B 0,0 ;4(A1) DC.L 0 ;6 DC.B 10,4,5 ;10(A1) VOL REG DC.B 1 ;ADD TO NOTE 13(A1) DC.W 2 ;VIB LIMIT DC.W 1 ;VIBRATO ADD 16(A1) DC.W 2 ;VIB 18(A1) DC.L 0 ;TMP NOTE 20(A1) li DC.B 1,1 ;VIB RATE DC.B 0,0 ;INITIAL VOL 26(A1) ;\ADSR 28(A1) ADSR *-* DC.B 13,12,11,12,11,10,11 DCb.B 8,10 DCb.B 8,9 DCb.B 8,7 DCb.B 28,6 dcb.b 20,5 dcb.b 16,4 dcb.b 32,3 dcb.b 64,2 EVEN PNT3 DC.W 0 NP3 DC.W 1 ;2(A1) DURATION DC.B 0,0 ;4(A1) DC.L 0 ;6 DC.B 10,6,11 ;10(A1) VOL REG DC.B 0 ;ADD 13(A1) DC.W 5 ;VIB LIMIT DC.W 3 ;VIBRATO ADD 16(A1) DC.W 0 ;VIB 18(A1) DC.L 0 ;TMP NOTE 20(A1) fluk DC.B 0,0 ;VIB RATE DC.B 0,0 ;INITIAL VOL 26(A1) ;\ADSR 28(A1) DC.B 10,9,14,13,12,11,11,10,9,8,7 PNT5 DC.W 0 DC.W 1 ;EFFECT & DURATION 2(A1) DC.B 0,0 DC.L 0 DC.B 8,0,1 DC.B 0 ;ADD 13(A1) DC.W 2 ;VIB LIMIT DC.W 3 ;VIB ADD 16(A1) DC.W 0 ;VIB 18(A1) DC.L 0 ;TEMP NOTE 20(A1) DC.B 1,1 ;VIB RATE 24)A1) DC.B 0,0 ;INITIAL VOL ;ADSR 28(A1) dc.b 15,14,13,12 dc.b 11,10 dcb.b 8,9 dcb.b 8,8 dcb.b 16,7 dcb.b 10,6 dcb.b 16,7 MAX DC.B 71,32,87,72,69,65,84,79,78 EVEN ;-----------MUSIC DATA D=1024+256 v=256 vv=6*256 NULL DC.W 2,128+5*256 DC.W $FFFF,$FFFF drm dc.w 0,1+768 dc.w 0,15+1024 dc.w 12,3+768 dc.w 0,13+1024 dc.w 0,1+768 dc.w 0,15+1024 dc.w 10,5+768 dc.w 0,11+1024 DC.W $FFFF,$FFFF u=2 x=512 yy dc.w 0,40+d dc.w 204*u,8+x dc.w 192*u,8+x dc.w 204*u,8+x dc.w 192*u,8+x 1st beat dc.w 204*u,8+x dc.w 192*u,8+x dc.w 120*u,8+x dc.w 0,8+d dc.w 204*u,8+x dc.w 192*u,8+x dc.w 204*u,8+x dc.w 192*u,8+x dc.w 204*u,8+x dc.w 192*u,8+x dc.w 120*u,16+x dc.w 0,16+d dc.w 128*u,8+x dc.w 128*u,8+x dc.w 120*u,8+x dc.w 0,8+d dc.w 182*u,8+x dc.w 0,8+d dc.w 0,32+d DC.W $FFFF,$FFFF yy1 dc.w 0,40+d dc.w 204*u,8+x dc.w 192*u,8+x dc.w 204*u,8+x dc.w 192*u,8+x 1st beat dc.w 204*u,8+x dc.w 192*u,8+x dc.w 120*u,8+x dc.w 0,8+d dc.w 204*u,8+x dc.w 192*u,8+x dc.w 204*u,8+x dc.w 192*u,8+x dc.w 204*u,8+x dc.w 192*u,8+x dc.w 120*u,8+x dc.w 0,24+d dc.w 96*u,8+x dc.w 96*u,8+x dc.w 91*u,8+x dc.w 0,8+d dc.w 121*u,8+x dc.w 0,8+d dc.w 0,32+d DC.W $FFFF,$FFFF yy2 dc.w 0,48+d dc.w 91*u,16+x dc.w 128*u,8+x dc.w 0,48+56+d dc.w 128*u,16+x dc.w 144*u,8+x dc.w 0,255+d DC.W $FFFF,$FFFF e=1536 i=8 bb dc.w 144*i,8+e dc.w 144*i,8+e dc.w 0,8+d dc.w 144*i,8+e dc.w 0,8+d dc.w 192*i,8+e dc.w 162*i,8+e dc.w 153*i,8+e DC.W $FFFF,$FFFF bb1 dc.w 144*i,8 dc.w 144*i,8 dc.w 0,8+d dc.w 144*i,8 dc.w 0,8+d dc.w 192*i,8 dc.w 162*i,8 +d dc.w 153*i,8 dc.w 144*i,8 dc.w 144*i,8 dc.w 0,8+d dc.w 144*i,8 dc.w 0,8+d dc.w 192*i,8 dc.w 162*i,8 +d dc.w 153*i,8 dc.w 144*i,8 dc.w 144*i,8 dc.w 0,8+d dc.w 144*i,8 dc.w 0,8+d dc.w 192*i,8 dc.w 162*i,8 +d dc.w 153*i,8 bb2 dc.w 121*i,8 dc.w 121*i,8 dc.w 0,8+d dc.w 121*i,8 dc.w 0,8+d dc.w 121*i,8 dc.w 121*i,8 +d dc.w 128*i,16 8 ; dc.w 128*i,8 dc.w 128*i,8 dc.w 0,8+d dc.w 128*i,8 dc.w 0,8+d dc.w 128*i,8 dc.w 128*i,8 +d dc.w 128*i,8 dc.w 128*i,8 dc.w 128*i,8 dc.w 0,8+d dc.w 128*i,8 dc.w 0,8+d dc.w 128*i,8 dc.w 128*i,8 +d dc.w 128*i,8 dc.w 144*i,8 dc.w 144*i,8 dc.w 0,8+d dc.w 144*i,8 dc.w 0,8+d dc.w 192*i,8 dc.w 162*i,8 +d dc.w 153*i,8 dc.w 128*i,8 dc.w 128*i,8 dc.w 0,8+d dc.w 128*i,8 dc.w 0,8+d dc.w 128*i,8 dc.w 128*i,8 +d dc.w 128*i,8 DC.W $FFFF,$FFFF g=8*256 r=7*256 dd dc.w 36,196+d dc.w 36,50+r dc.w 44,1+g dc.w 48,1+g dc.w 52,1+g dc.w 56,1+g dc.w 60,1+g dc.w 64,1+g dc.w 68,1+g dc.w 72,1+g dc.w 76,1+g dc.w 80,1+g dc.w 84,1+g dc.w 88,1+g dc.w 89,1+g dc.w 90,1+g DC.W $FFFF,$FFFF ff dc.w 90,64+r dc.w 96,128+r dc.w 36,64+r DC.W $FFFF,$FFFF ff1 dc.w 90,64+r dc.w 45,64+r dc.w 64,64+r dc.w 72,16+r dc.w 36,48+d DC.W $FFFF,$FFFF F l 01k!p(9(u1`8A`00Pf4L =큃cP0`P0GC`1` 쀃`aӁp00P`) {(=1``@GPa1@a2(>`BN$ h8p=`C8fy Hp0k!A' tB *; 0Pdy0 Jr ``y 30 `p1`cr B1s0 Qf,12 dc.w 0,4+d dc.w 114*8,16 dc.w 114*16,12 dc.w 0,4+d dc.w 108*8,128+v dc.w 121*16,64+d dc.w 108*16,128+d sud1 dc.w 121*16,255+d dc.w 108*16,255+d DC.W $FFFF,$FFFF :w@cX0Py>s ph@!p ( 뀣   d@ D 6o@P70 Cp0Pc @aCp0P~ P  A@! 5$?@@@42d Q `y 0 3@& P,  !@ o} |HP`p| `a8hc|0 ?& P8A(T b'``} 4806h>Ep9>E`@`c)>A01@`d080v0<>C*A@`,$,C(010b@A08xxP?C00?X3H`X9c> `a0  F ^  NX܀S@ A@,Z(0Pc@8)D$Y(ID p`)8M!Dx N( `P* $B)t6R@F"B@A a4 ND X(p U&(p6=H@ *`A(AABP aC* 4H* $XE A(P(4 CLR.L -(SP) MOVE.W #$20,-(SP) ; Super. TRAP #1 ADDQ.L #6,SP MOVE.L D0,SV ; Save old status. MOVE.B #0,SL MOVE.B #96,SD MOVE.B #8,SL MOVE.B #12,SD DD CMP.B #97,$FFFC02 ; BNE.S DD play ****************** move.b $469,d0 * ww cmp.b $469,d0 * beq.s ww * ****************** bsr vbi cmp.b #97,$fffc02 bne play lea $ff8800,a0 get sound chip move.b #7,(a0) move.b #%11111111,2(a0) cut out lingering noise move.l #$8000000,$ff8800 move.l #$9000000,$ff8800 move.l #$a000000,$ff8800 MOVE.L SV,-(SP) MOVE.W #$20,-(SP) TRAP #1 ADDQ.L #6,SP CLR -(SP) TRAP #1 *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* SL EQU $FF8800 SD EQU $FF8802 move.b #7,sl move.b #%11111000,sd VBI add.b #240,flo bcc killer movem.l d0-d3/a0-a6,-(sp) ;\\\\\\\\\\\\\ MOVE.L UPTO,A2 MOVE CUNT,D3 MOVE.B 33(A2),D4 SSU SUBQ.W #1,D3 BPL.S PART1 COP MOVE.L #1,PNT0 MOVE.L #1,PNT2 MOVE.L #1,PNT3 MOVE.L #1,PNT4 MOVE.L #1,PNT5 MOVE.L #$9000000,SL ADD.L #36,a2 CMP.L #CHAN0,A2 BNE.S LLA LEA DOTH,A2 LLA MOVE 34(A2),D3 MOVE.B 33(A2),D4 PART1 CLR.B D2 BTST #1,D4 BEQ.S W1 MOVE.L (A2),A1 MOVE.L 4(A2),A0 BSR CHAN0 W1 BTST #2,D4 BEQ.S W2 MOVE.L 8(A2),A1 MOVE.L 12(A2),A0 BSR CHAN0 W2 MOVEQ.B #1,D2 BTST #3,D4 BEQ.S W3 MOVE.L 16(A2),A1 MOVE.L 20(A2),A0 BSR CHAN0 W3 BTST #4,D4 BEQ.S W4 MOVE.L 24(A2),A1 MOVE.L 28(A2),A0 BSR CHAN0 W4 MOVE.L A2,UPTO MOVE D3,CUNT ;--END OF VBI ;--------EXIT movem.l (sp)+,d0-d3/a0-a6 killer rts flo dc.b 0,0 SV DC.L 0 DC.B " (C) G.WHEATON. 60 NEVIS GROVE. BOLTON. UK. " EVEN UPTO DC.L EE-36 CUNT DC.W 0 EVEN ;\\RUNNING ORDER SEQUENCE ee doth DC.L PNT5,b1 null DC.L PNT0,bk DC.L PNT2,B1 DC.L PNT3,DRM DC.B 2,%00001110 DC.W -1+4*64 DC.L PNT5,bb2 DC.L PNT0,bbk DC.L PNT2,Bb2 DC.L PNT3,DRM DC.B 2,%00001110 DC.W -1+2*64 DC.L PNT5,b1 null DC.L PNT0,bk DC.L PNT2,B1 DC.L PNT3,DRM DC.B 2,%00001110 DC.W 63 DC.L PNT5,t1 DC.L PNT0,bk DC.L PNT2,B1 DC.L PNT3,DRM DC.B 2,%00001110 DC.W -1+4*64 DC.L PNT5,t2 DC.L PNT0,b2 DC.L PNT2,Bk1 DC.L PNT3,DRM DC.B 2,%00001110 DC.W -1+4*64 DC.L PNT5,t1 DC.L PNT0,BK DC.L PNT2,B1 DC.L PNT3,DRM DC.B 2,%00011110 DC.W -1+4*64 DC.L PNT5,t2 DC.L PNT0,BK1 DC.L PNT2,B2 DC.L PNT3,DRM DC.B 2,%00011110 DC.W -1+4*64 DC.L PNT5,t1 DC.L PNT0,BK DC.L PNT2,B1 DC.L PNT3,DRM DC.B 2,%00011110 DC.W -1+4*64 DC.L PNT5,t2 DC.L PNT0,BK1 DC.L PNT2,B2 DC.L PNT3,DRM DC.B 2,%00011110 DC.W -1+4*64 CHAN0 ******************* MOVE (A1),D0 ADD D0,A0 MOVE.L (A0),D1 ;GET NOTE 0 & DURATION MOVE.B 13(A1),D5 EXT.W D5 SWAP D1 ADD D5,D1 SWAP D1 CMP #$FFFF,D1 BNE CON2 CLR (A1) ;RESET TO START SUB D0,A0 MOVE.L (A0),D1 CON2 SUBQ.B #1,3(A1) ;NP0 BNE STILLON MOVE.L D1,6(A1) ;TMP0 \D1.W IS DURATION MOVE.L D1,20(A1);TEMP HOLD NOTE MOVE.B 26(A1),4(A1) ;VOL0 MOVE D1,2(A1) ;NP0 \SET NEW DURATION ADDQ.W #4,(A1) ; & INC POINTER STILLON ;\\VOLUME RFF ;\\\\\\\\\EFFECTS\\\\\\\\\\ NV0 MOVE.B 2(A1),D0 CMP.B #4,D0 BNE DOIT ADDQ.B #1,4(A1) RTS DOIT DZZ MOVE.B #7,SL MOVE.B #%11111000,SD BRA FCC EFCT DC.L FINK,VIB,WARB,DRUM,slip,WB1,WRP,SLW DC.L SLR,HOLD,TWERP,SLR1,inup,HOLDLOW,Half dc.l holl,coll,foll,aoll,eoll REPT 11 DC.L FINK ENDR FCC LEA EFCT,A6 AND #31,D0 ASL #2,D0 MOVE.L (A6,D0),A0 JSR (A0) MAZ ADDQ.B #1,4(A1) ;VOL0 MOVE.B 11(A1),SL MOVE.B 21(A1),SD ;TMP0+1 MOVE.B 12(A1),SL MOVE.B 20(A1),SD ;TMP0 CLR D0 MOVE.B 4(A1),D0 MOVE.B 10(A1),SL MOVE.B 28(A1,D0),D2 ;VOL0 MOVE.B D2,SD fink rts ;-------EFFECTS ROUTINES-------- ;1-256---DELAYED--VIBRATO------- VV EOR.B #1,MC BEQ.S SDC VIB CMP.B #12,4(A1) BLT SDC WWQ SUB.B #1,24(A1) BNE SDC MOVE.B 25(A1),24(A1) MOVE 16(A1),D1 ADD D1,18(A1) MOVE 14(A1),D1 CMP 18(A1),D1 BLT.S RIST KJ NEG D1 CMP 18(A1),D1 BGT.S RIST SAZ MOVE 6(A1),D1 ADD 18(A1),D1 MOVE D1,20(A1) SDC RTS RIST NEG 16(A1) BRA.S SAZ ;2-512------WARB DW----------- XX DC.B 0,0 WARB addq.b #5,4(A1) SAX Lsr 20(A1) ;Lsr 20(A1) CMP #30,20(A1) BGT.S PLOP MOVE 6(A1),20(A1) PLOP RTS ;3--768--------DRUM----------- DRUM eor.b #1,lil bne.s junk SUB.B #23,21(A1) MOVE.B #7,SL MOVE.B #%11011000,SD MOVE.B #6,SL MOVE.B 21(A1),SD MOVE.B #5,SL MOVE.B 32(A2),SD MOVE.B #4,SL MOVE.B 19(A1),D0 ASL.B #5,D0 MOVE.B D0,SD JUNK RTS lil dc.b 0,0 slip WB1 ;6--1536-----WARB UP--------- WRP SDX PLAP ;7--1792---SLIDE-UP--WARBLE SLW ;--2048---SLIDE UP CONST VOL SLR YIN DC.B 0,0 ;9--2304-------HOLD------------- HOLD move.b #15,4(a1) rts ;------10 2560 TWERP ;11-------2816 SLIDE UP WITH ADSR SLR1 tp dc.b 0,0 ;12-------3072 inup move.b #8,4(a1) bra WWQ ;13-------3328--HOLD VOL LOW HOLDLOW DOPL ; ;14--------dw A half ;15--------DW G holl ADDQ.B #1,RONK move.b RONK,d1 and #3,d1 asl #1,d1 move dq(pc,d1),20(a1) rts dq dc.w 162,108,81,64 ;16--------DW C Coll wop ADDQ.B #1,RONK+1 move.b RONK+1,d1 and #3,d1 asl #1,d1 move Eq(pc,d1),20(a1) rts Eq dc.w 60,81,30,40 ;17--------DW F Foll aoll eoll rts RONK DC.B 0,0 ;\\\\\\\\\\\\\\DATAS\\\\\\\\\\\\\\\ ;\\NOTE 1ST WORD. DURATION 2ND WORD ;\\\LEAD PNT0 DC.W 0 NP0 DC.W 1 DC.W 0 DC.L 0 DC.B 9,2,3 DC.B 1 ;ADD TO NOTE DC.W 11 ;VIB LIMIT DC.W 7 ;16(A1) ADD DC.W 0 ;VIB 18(A1) DC.L 0 ;TMP NOTE 20(A1) DC.B 1,1 ;VIB RATE 24(A1) DC.B 0,0 ;INITIAL VOL ;ADSR 28(A1) DC.B 9,9,9,8,8,7,7,6,6,5,5 dcb.b 50,4 EVEN ;\\\BASS PNT2 DC.W 0 DC.W 1 ;2(A1) DURATION DC.B 0,0 ;4(A1) DC.L 0 ;6 DC.B 10,4,5 ;10(A1) VOL REG DC.B 0 ;ADD TO NOTE 13(A1) DC.W 5 ;VIB LIMIT DC.W 2 ;VIBRATO ADD 16(A1) DC.W 2 ;VIB 18(A1) DC.L 0 ;TMP NOTE 20(A1) DC.B 1,1 ;VIB RATE DC.B 0,0 ;INITIAL VOL 26(A1) ;\ADSR 28(A1) ADSR DC.B 3,11,10,9 dcb.b 250,8 EVEN PNT3 DC.W 0 NP3 DC.W 1 ;2(A1) DURATION DC.B 0,0 ;4(A1) DC.L 0 ;6 DC.B 10,6,11 ;10(A1) VOL REG DC.B -1 ;ADD 13(A1) DC.W 4 ;VIB LIMIT DC.W 1 ;VIBRATO ADD 16(A1) DC.W 0 ;VIB 18(A1) DC.L 0 ;TMP NOTE 20(A1) DC.B 1,1 ;VIB RATE DC.B 0,0 ;INITIAL VOL 26(A1) ;\ADSR 28(A1) DC.B 14,13,12,10 DC.B 9,8,7,6,5,4,3,2,1 EVEN PNT4 DC.W 0 NP4 DC.W 1 ;2(A1) DURATION DC.B 0,0 ;4(A1) DC.L 0 DC.B 8,0,1 ;10(A1) VOL REG DC.B 0 ;ADD 13(A1) DC.W 3 ;VIB LIMIT DC.W 2 ;VIBRATO ADD 16(A1) DC.W 0 ;VIB 18(A1) DC.L 0 ;TMP NOTE 20(A1) DC.B 1,1 ;VIB RATE DC.B 3,0 ;INITIAL VOL 26(A1) ;\ADSR 28(A1) DC.B 15,15,14,14,13,13,12,12 REPT 22 DC.B 11 ENDR REPT 22 DC.B 9 ENDR REPT 22 DC.B 8 ENDR even PNT5 DC.W 0 DC.W 1 ;EFFECT & DURATION 2(A1) DC.B 0,0 DC.L 0 DC.B 8,0,1 DC.B 2 ;ADD 13(A1) DC.W 7 ;VIB LIMIT DC.W 4 ;VIB ADD 16(A1) DC.W 0 ;VIB 18(A1) DC.L 0 ;TEMP NOTE 20(A1) DC.B 1,1 ;VIB RATE 24)A1) DC.B 0,0 ;INITIAL VOL ;ADSR 28(A1) DC.B 12,12,11,11,10,10,10 DCB.B 8,8 DCB.B 8,7 DCB.B 8,6 DCB.B 8,5 DCB.B 8,4 DCB.B 8,3 DCB.B 8,2 DCB.B 8,1 DCB.B 8,2 DCB.B 8,3 DCB.B 8,4 DCB.B 8,3 DCB.B 8,2 EVEN TE2 DC.W 2,3 MAX DC.B 71,32,87,72,69,65,84,79,78 DRI DC.B 251,0 MIN DC.B 0,0 MC DC.B 0,0 EVEN ;-----------MUSIC DATA V=256 drm dc.w 0,24+1024 dc.w 1,1+768 dc.w 0,7+1024 dc.w 6,4+768 dc.w 0,12+1024 dc.w 2,6+768 dc.w 0,10+1024 dc.w 0,32+1024 dc.w 6,4+768 dc.w 0,12+1024 dc.w 0,16+1024 dc.w 0,32+1024 dc.w 6,4+768 dc.w 0,12+1024 dc.w 0,16+1024 dc.w 0,32+1024 dc.w 6,4+768 dc.w 0,12+1024 dc.w 0,16+1024 DC.W $FFFF,$FFFF NULL DC.W 2,128+2304 DC.W $FFFF,$FFFF q=2 t1 DC.W 0,40+2304 dc.w 144*q,8 dc.w 128*q,8 dc.w 121*q,8 dc.w 96*q,40+V dc.w 144*q,8 dc.w 128*q,8 dc.w 121*q,8 dc.w 96*q,16+V dc.w 108*q,8 dc.w 121*q,8 dc.w 108*q,16 dc.w 96*q,8 dc.w 144*q,24+48+V DC.W 0,64+2304 DC.W $FFFF,$FFFF t2 DC.W 0,40+2304 dc.w 144*q,8 dc.w 128*q,8 dc.w 121*q,8 dc.w 108*q,40+V dc.w 144*q,8 dc.w 128*q,8 dc.w 121*q,8 dc.w 108*q,16+V dc.w 121*q,8 dc.w 128*q,8 dc.w 121*q,16 dc.w 108*q,8 dc.w 144*q,24+48+V DC.W $FFFF,$FFFF B1 DC.W 162*8,8 DC.W 144*8,8 DC.W 144*8,8 DC.W 144*8,8 DC.W 144*8,8 DC.W 144*8,8 DC.W 144*8,16 ; DC.W 144*8,8 DC.W $FFFF,$FFFF B2 DC.W 162*8,8 DC.W 144*8,8 DC.W 144*8,8 DC.W 144*8,8 DC.W 144*8,8 DC.W 144*8,8 DC.W 144*8,8 DC.W 144*8,8 bb2 DC.W 121*8,8 DC.W 108*8,8 DC.W 108*8,8 DC.W 108*8,8 DC.W 108*8,8 DC.W 108*8,8 DC.W 108*8,8 DC.W 108*8,8 DC.W 121*8,8 DwGgvsppP0''00000000000000000000''````````````````````'????????????????????''?'? @ '<<<<<<<<<<<<<<'? 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'gggggggggggggggggggg'````````````````````||||||???????????????#w??w#????>8|?p????????|||???>??x?|||>~?~<<~?~~>>>~~?<~?||||????~<~~~<~x<~>~~||x<~~~||~~~~~|~~~~~<?||?||?||~~>~x<x<~??~x<x<~??C.W 108*8,8 DC.W 108*8,8 DC.W 108*8,8 DC.W 108*8,8 DC.W 108*8,8 DC.W 108*8,8 DC.W 108*8,8 DC.W $FFFF,$FFFF I=1 bk DC.W 144*I,8 DC.W 121*I,8 DC.W 96*I,8 DC.W 121*I,8 DC.W 108*I,8 DC.W 121*I,8 DC.W 144*I,8 DC.W 121*I,8 DC.W 144*I,8 DC.W 121*I,8 DC.W 96*I,8 DC.W 121*I,8 DC.W 108*I,8 DC.W 121*I,8 DC.W 144*I,8 DC.W 121*I,8 DC.W 144*I,8 DC.W 121*I,8 DC.W 96*I,8 DC.W 121*I,8 DC.W 108*I,8 DC.W 121*I,8 DC.W 144*I,8 DC.W 121*I,8 DC.W $FFFF,$FFFF bk1 DC.W 144*I,8 DC.W 121*I,8 DC.W 96*I,8 DC.W 121*I,8 DC.W 108*I,8 DC.W 121*I,8 DC.W 144*I,8 DC.W 121*I,8 bbk DC.W 144*I,8 DC.W 108*I,8 DC.W 121*I,8 DC.W 144*I,8 DC.W 121*I,8 DC.W 144*I,8 DC.W 162*I,8 DC.W 144*I,8 DC.W 144*I,8 DC.W 108*I,8 DC.W 121*I,8 DC.W 144*I,8 DC.W 121*I,8 DC.W 144*I,8 DC.W 162*I,8 DC.W 144*I,8 DC.W $FFFF,$FFFF d0,oldstk save old sp bclr #0,$484.w no keyclick dc.w $a000 movea.l 8(a0),a0 clr.w (a0) dc.w $a.  t-..  tGOODDEMOPRGt .A`A`........IKAM.<a&NK kA -Jgrѓg f``GP$]*$**ԓ**ԓ(p AC$QC&LN&&QvHCj&l",p&&QjNH Na0aZd"raTdCv !anH@@Vҩ%QnfLNup%QNu> f.%߇`>.-%Wއ`,އgNu> f.%߇Nu.-%WއNurއgAQNuCtaTxr1 Hka1 AgCrtaTr1 HaBq `rptadpt@aBC@!!Q`    `puXB`I#`53#`O0M*YC@ %bLH032E2TA5 Pj 3=A><B@BA1@1A @;| @8u,mTHQE=qa  |m B;zf= ` <h NI gMI0 G@&B9 aq& xf4 3w^#GQUp/Z?< ʝ\BgNAmz Nid^dRNs~ހݫz?<4h/| `sfg}"J~9h<p [0-=$$@H A * j ((1@6PQ0j,z8m7F`6DQajBi i3)em 3|Di0)2) 4H@B&<[} N(Vj`@*O*m - ЭЭ" Ҁ.A// ??<JNA B?< NA\A"< Q#v/?< NA\?</<?<1NAG$yj69n*!SCjF"<###|## & E$fED6*"*!tg "R jag "j j atg "j jag "j ja#j3nNu (C) G.WHEATON. 45 GOLDRILL AVE BOLTON. LANCS, U.K. L X XX|  D X |  X l |    |    |    |    |    |    |    |    |    |    |   ||  | , (|   | ? @ |   |  |    |   @|   | 0") HHAEHA|fBQ"S)f#A#Ai3AXQ)<fR)Nu|`>~ D<LT\dM@@ vNR) i ip) qNur)| m.2)i2)imDAin2)i3ANuDi`3iNuR)Ryy9Zd3i29A2;iNuS)|ij )@Nu|2Nu| NuI`I`I`IRy29AA3tNuy`H</ $yQ/<Ql6U 6lH6`[H/lQ@6Q|NuI`Si|.Nu|UiUi`Nu             G WHEATON      DD  lf^@y@l@`@@@`@@@@`@@@      @@@@@``` Tl@@   llllD0   @@@@ llllllTD0000TD0000000000x      06H H H H H H H @@@ @@@@@@@@@@@@@@@ddddd x^     xxxx X  ` `[T*XBd dlThese PRG's will happily run independently of other programs. They run during the vertical blank interrupt. They use slot $4d2 or slot $4de. If you try to run two different slots at the same time, you will end up with some annoying cacophony. Reset if necessary. See the chain examples provided to see how these PRG's may be used from within your own programs. In assembler: move.l $4d2,$200 store interrupt vector in a safe place clr.l $4d2 turn off interrupt lea $ff8800,a0 get sound chip move.b #7,(a0) move.b #%11111111,2(a0) cut out lingering noise move.l #$8000000,$ff8800 move.l #$9000000,$ff8800 move.l #$a000000,$ff8800 to turn music on again: move.l $200,$4d2 Basic users may turn these tunes on/off in a similar manner by poking $4d2 (or $4de as the case may be) . Make sure you are in supervisor mode. Ex: to turn music off from a basic program: loke $200,peek($4d2) store interrupt vector in a safe place $200 IS safe. loke means 'poke a LONG word' loke $4d2,0 kill interrupt (LONG word!) poke $ff8800,7 BYTE size !! poke $ff8802,255 BYTE size loke $ff8800,$8000000 LONG word loke $ff8800,$9000000 loke $ff8800,$a000000 to retrieve music: loke $4d2,peek($200) Budgie UK November 23, 1990 _euc|D'q 2|2!!a㛟5~mMA Ac6[Tx; !V -"@бUIx|)cZx VVyZ=iZf-.1EqEG½63?YNMְ:<<_ _7>r2:Ľׇ^>?'veHv1:A <`&[[ZhZZkx u86uyfET2ydTm ߇l{L ^8*?:*ʘ`,Ϟ~i[k97@@-pRL;1qi{ eGÞl ?o~p#V> Ƥ]p6`GfBYl+9AThese PRG's will happily run independently of other programs. They run during the vertical blank interrupt. They use slot $4d2 or slot $4de. If you try to run two different slots at the same time, you will end up with some annoying cacophony. Reset if necessary. See the chain examples provided to see how these PRG's may be used from within your own programs. In assembler: move.l $4d2,$200 store interrupt vector in a safe place clr.l $4d2 turn off interrupt lea $ff8800,a0 get sound chip move.b #7,(a0) move.b #%11111111,2(a0) cut out lingering noise move.l #$8000000,$ff8800 move.l #$9000000,$ff8800 move.l #$a000000,$ff8800 to turn music on again: move.l $200,$4d2 Basic users may turn these tunes on/off in a similar manner by poking $4d2 (or $4de as the case may be) . Make sure you are in supervisor mode. Ex: to turn music off from a basic program: loke $200,peek($4d2) store interrupt vector in a safe place $200 IS safe. loke means 'poke a LONG word' loke $4d2,0 kill interrupt (LONG word!) poke $ff8800,7 BYTE size !! poke $ff8802,255 BYTE size loke $ff8800,$8000000 LONG word loke $ff8800,$9000000 loke $ff8800,$a000000 to retrieve music: loke $4d2,peek($200) Budgie UK November 23, 1990 E0s_oGMRlW ^@ū\72%|%5n#%%W|>Xm.m @)Ʀ36 <#JX6|ߏԽ[x8[ /e2 ְ@߾sx#Y]Wi0=,Ru8U~ ݳeYa|r0lwrlCxt1nUUry2qpxL{Vwlp n * Jؓg.j  {*=9`<9$gz?kl@ð]xvGRn``>`*ه*'=gRNؖVudc2@aӐ2%t PFlh-=@u`/u7H2jNOoݪ<ju0 mf ;4gq4np2 w@\,qgui]~y`2 z>畄-d8fUPXl 3O7'ra8[A9 qUgbs&yX|pr>ŀ,O After assembling and Xecuting these sources, you must press UNDO to exit. The label VBI can be called from your own program or installed as a vbi ensure registers are saved and resto -red if neccesary. See other document on this disc for info on using these sources.Wn]t0pkc]=--㧀|VwOye{|a wzH=L kiyWnH^m=[1;'ñ!.26 `gW#~r}$V^[_lFoį?,u^felK&϶`̷ۂD0Q?uSBY⡱M6<@9ȪӮt VG9cTW? Yl񵌍D* 7[c~xE\bz[-f tnO՝qzgj?j{dvud 2b Rc8y,.l}^g @4;n1vĐI,8-F=UQF_3 . }1A U14jd ;Z&dx\߂?n:E!&@z.;e`@~s`S `*DP4_Ed :4|,-LK , &{G `ga`Yۅ;V#a,E@Jzʃ|18u $Nd O'L  <vȀB2d F†  CLR.L -(SP) MOVE.W #$20,-(SP) ; Super. TRAP #1 ADDQ.L #6,SP MOVE.L D0,SV ; Save old status. play ****************** move.b $469,d0 * ww cmp.b $469,d0 * beq.s ww * ****************** ; move.b #8,sl ; move.b #15,sd ; move.b #0,sl ; move.b #96,sd ; move.b #1,sl ; move.b #0,sd bsr vbi cmp.b #97,$fffc02 bne play lea $ff8800,a0 get sound chip move.b #7,(a0) move.b #%11111111,2(a0) cut out lingering noise move.l #$8000000,$ff8800 move.l #$9000000,$ff8800 move.l #$a000000,$ff8800 MOVE.L SV,-(SP) MOVE.W #$20,-(SP) TRAP #1 ADDQ.L #6,SP CLR -(SP) TRAP #1 *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* SL EQU $FF8800 SD EQU $FF8802 move.b #7,sl move.b #%11111000,sd VBI movem.l d0-d3/a0-a6,-(sp) move.b $fffc02,d0 cmp.b #68,d0 bne.s saxa cmp.b flag+1,d0 beq.s saxa eor.b #1,flag saxa move.b d0,flag+1 tst.b flag beq out ;\\\\\\\\\\\\\ MOVE.L UPTO,A2 MOVE CUNT,D3 MOVE.B 33(A2),D4 SSU SUBQ.W #1,D3 BPL.S PART1 COP MOVE.L #1,PNT0 MOVE.L #1,PNT2 MOVE.L #1,PNT3 MOVE.L #1,PNT4 MOVE.L #1,PNT5 MOVE.L #$9000000,SL ADD.L #36,a2 CMP.L #CHAN0,A2 BNE.S LLA LEA DOTH,A2 LLA MOVE 34(A2),D3 MOVE.B 33(A2),D4 PART1 CLR.B D2 BTST #1,D4 BEQ.S W1 MOVE.L (A2),A1 MOVE.L 4(A2),A0 BSR CHAN0 W1 BTST #2,D4 BEQ.S W2 MOVE.L 8(A2),A1 MOVE.L 12(A2),A0 BSR CHAN0 W2 MOVEQ.B #1,D2 BTST #3,D4 BEQ.S W3 MOVE.L 16(A2),A1 MOVE.L 20(A2),A0 BSR CHAN0 W3 BTST #4,D4 BEQ.S W4 MOVE.L 24(A2),A1 MOVE.L 28(A2),A0 BSR CHAN0 W4 MOVE.L A2,UPTO MOVE D3,CUNT ;--END OF VBI ;--------EXIT out movem.l (sp)+,d0-d3/a0-a6 killer rts flag dc.b 1,1 SV DC.L 0 DC.B " (C) G.WHEATON. 45 GOLDRILL AVE BOLTON. LANCS, U.K. " EVEN UPTO DC.L EE-36 CUNT DC.W 0 EVEN ;\\RUNNING ORDER SEQUENCE ee doth DC.L PNT4,LEAD DC.L PNT0,bB1 DC.L PNT2,basa DC.L PNT3,drm DC.B 1,%00011110 DC.W -1+16*64 DC.L PNT5,HONEY DC.L PNT0,bB1 DC.L PNT2,basa DC.L PNT3,drm DC.B 1,%00011110 DC.W -1+16*64 DC.L PNT4,YOU DC.L PNT0,B2 DC.L PNT2,STR DC.L PNT3,drm DC.B 3,%00011110 DC.W -1+8*64 DC.L PNT4,HONE DC.L PNT0,bB1 DC.L PNT2,basa DC.L PNT3,drm DC.B 1,%00011110 DC.W -1+16*64 DC.L PNT4,WILL DC.L PNT0,B2 DC.L PNT2,STR8 DC.L PNT3,drm DC.B 4,%00011110 DC.W -1+8*64 DC.L PNT4,basa DC.L PNT0,bB1 DC.L PNT2,fb1 DC.L PNT3,drm DC.B 1,%00011110 DC.W -1+16*64 DC.L PNT4,b52 DC.L PNT0,str8 DC.L PNT2,will DC.L PNT3,drm DC.B 4,%00011110 DC.W -1+8*64 DC.L PNT4,b2 DC.L PNT0,b52 DC.L PNT2,str8 DC.L PNT3,drm DC.B 4,%00011110 DC.W -1+8*64 DC.L PNT5,bb1 HONEY DC.L PNT0,basa DC.L PNT2,honey basa DC.L PNT3,drm DC.B 1,%00011110 DC.W -1+16*64 DC.L PNT4,str8 DC.L PNT0,B2 DC.L PNT2,STR DC.L PNT3,drm DC.B 3,%00011110 DC.W -1+8*64 DC.L PNT4,bb1 DC.L PNT0,hone DC.L PNT2,basa DC.L PNT3,drm DC.B 1,%00011110 DC.W -1+16*64 DC.L PNT4,WILL1 DC.L PNT0,B2 DC.L PNT2,STR8 DC.L PNT3,drm DC.B 4,%00011110 DC.W -1+8*64 CHAN0 ;\\\\\\\\\\\\\\\\\\\\\\ MOVE (A1),D0 ADD D0,A0 MOVE.L (A0),D1 ;GET NOTE 0 & DURATION MOVE.B 13(A1),D5 EXT.W D5 SWAP D1 ADD D5,D1 SWAP D1 CMP #$FFFF,D1 BNE CON2 CLR (A1) ;RESET TO START SUB D0,A0 MOVE.L (A0),D1 CON2 SUBQ.B #1,3(A1) ;NP0 BNE STILLON MOVE.L D1,6(A1) ;TMP0 \D1.W IS DURATION MOVE.L D1,20(A1);TEMP HOLD NOTE MOVE.B 26(A1),4(A1) ;VOL0 MOVE D1,2(A1) ;NP0 \SET NEW DURATION ADDQ.W #4,(A1) ; & INC POINTER STILLON ;\\VOLUME RFF ;\\\\\\\\\EFFECTS\\\\\\\\\\ NV0 MOVE.B 2(A1),D0 CMP.B #4,D0 BNE DOIT ADDQ.B #1,4(A1) RTS DOIT DZZ MOVE.B #7,SL MOVE.B #%11111000,SD BRA FCC EFCT DC.L FINK,VIB,WARB,DRUM,slip,WB1,WRP,SLW DC.L SLR,HOLD,TWERP,SLR1,inup,HOLDLOW,Half dc.l wwq,coll,foll,aoll,eoll REPT 11 DC.L FINK ENDR FCC LEA EFCT,A6 AND #31,D0 ASL #2,D0 MOVE.L (A6,D0),A0 JSR (A0) MAZ ADDQ.B #1,4(A1) ;VOL0 MOVE.B 11(A1),SL MOVE.B 21(A1),SD ;TMP0+1 MOVE.B 12(A1),SL MOVE.B 20(A1),SD ;TMP0 CLR D0 MOVE.B 4(A1),D0 MOVE.B 10(A1),SL MOVE.B 28(A1,D0),D2 ;VOL0 MOVE.B D2,SD fink rts ;-------EFFECTS ROUTINES-------- ;1-256---DELAYED--VIBRATO------- VV EOR.B #1,MC BEQ.S SDC VIB CMP.B #8,4(A1) BLT SDC WWQ SUB.B #1,24(A1) BNE SDC MOVE.B 25(A1),24(A1) MOVE 16(A1),D1 ADD D1,18(A1) MOVE 14(A1),D1 CMP 18(A1),D1 BLT.S RIST KJ NEG D1 CMP 18(A1),D1 BGT.S RIST SAZ MOVE 6(A1),D1 ADD 18(A1),D1 MOVE D1,20(A1) SDC RTS RIST NEG 16(A1) BRA.S SAZ ;2-512------WARB DW----------- XX DC.B 0,0 WARB Lsr 20(A1) Lsr 20(A1) CMP #30,20(A1) BGT.S PLOP MOVE 6(A1),20(A1) PLOP BRA VIB RTS ;3--768--------DRUM----------- DRUM ;eor.b #1,lil ;bne.s junk SUBQ.B #4,19(A1) MOVE.B #7,SL MOVE.B #%11011000,SD MOVE.B #6,SL MOVE.B 19(A1),SD MOVE.B #5,SL MOVE.B 32(A2),SD MOVE.B #4,SL MOVE.B 19(A1),D0 ASL.B #5,D0 MOVE.B D0,SD JUNK RTS lil dc.b 0,0 slip WB1 ;6--1536-----WARB UP--------- WRP LSR 20(A1) CMP #200,20(A1) BGT.S SDX MOVE 6(A1),20(A1) RTS SDX RTS PLAP ;7--1792---SLIDE-UP--WARBLE SLW ADDQ.B #1,4(A1) LSR 20(A1) CMP #136,20(A1) BGT.S SDX MOVE 6(A1),20(A1) RTS ;--2048---SLIDE UP CONST VOL SLR YIN DC.B 0,0 ;9--2304-------HOLD------------- HOLD move.b #65,4(a1) rts ;------10 2560 TWERP CMP.B #7,4(A1) BLT.S SA SUBQ.W #1,20(A1) SA RTS ;11-------2816 SLIDE UP WITH ADSR SLR1 CMP.B #7,4(A1) BLT.S XA ADDQ.W #2,20(A1) XA RTS tp dc.b 0,0 ;12-------3072 inup move.b #8,4(a1) bra WWQ ;13-------3328--HOLD VOL LOW HOLDLOW addq.b #1,4(a1) rts ; ;14--------dw A half ;15--------DW G holl ADDQ.B #1,RONK move.b RONK,d1 and #3,d1 asl #1,d1 move dq(pc,d1),20(a1) rts dq dc.w 162,108,81,64 ;16--------DW C Coll wop ADDQ.B #1,RONK+1 move.b RONK+1,d1 and #1,d1 asl #1,d1 move Eq(pc,d1),20(a1) rts Eq dc.w 102*2,136*4 ;17--------DW F Foll aoll eoll rts RONK DC.B 0,0 ;\\\\\\\\\\\\\\DATAS\\\\\\\\\\\\\\\ ;\\NOTE 1ST WORD. DURATION 2ND WORD ;\\\LEAD PNT0 DC.W 0 NP0 DC.W 1 DC.W 0 DC.L 0 DC.B 9,2,3 DC.B 1 ;ADD TO NOTE DC.W 4 ;VIB LIMIT DC.W 3 ;16(A1) ADD DC.W 0 ;VIB 18(A1) DC.L 0 ;TMP NOTE 20(A1) DC.B 1,1 ;VIB RATE 24(A1) DC.B 0,0 ;INITIAL VOL ;ADSR 28(A1) DC.B 15,15,14,13,12,11,10,10,10,10,11,10,10,10,10,10 dcb.b 10,9 dcb.b 10,8 dcb.b 20,7 dcb.b 30,6 dcb.b 40,5 EVEN ;\\\BASS PNT2 DC.W 0 DC.W 1 ;2(A1) DURATION DC.B 0,0 ;4(A1) DC.L 0 ;6 DC.B 10,4,5 ;10(A1) VOL REG DC.B 0 ;ADD TO NOTE 13(A1) DC.W 5 ;VIB LIMIT DC.W 3 ;VIBRATO ADD 16(A1) DC.W 2 ;VIB 18(A1) DC.L 0 ;TMP NOTE 20(A1) DC.B 1,1 ;VIB RATE DC.B 0,0 ;INITIAL VOL 26(A1) ;\ADSR 28(A1) ADSR DC.B 14,12,11,9,8,7,8 dcb.b 3,8 dcb.b 8,9 dcb.b 8,10 dcb.b 8,9 dcb.b 8,8 dcb.b 8,7 DCB.B 20,6 DCB.B 40,5 DCB.B 40,4 EVEN PNT3 DC.W 0 NP3 DC.W 1 ;2(A1) DURATION DC.B 0,0 ;4(A1) DC.L 0 ;6 DC.B 10,6,11 ;10(A1) VOL REG DC.B -1 ;ADD 13(A1) DC.W 12 ;VIB LIMIT DC.W 4 ;VIBRATO ADD 16(A1) DC.W 0 ;VIB 18(A1) DC.L 0 ;TMP NOTE 20(A1) DC.B 1,1 ;VIB RATE DC.B 0,0 ;INITIAL VOL 26(A1) ;\ADSR 28(A1) DC.B 15,15,13,11,9 DC.B 9,8,7,6,7,8 DC.B 50,0 EVEN PNT4 DC.W 0 NP4 DC.W 1 ;2(A1) DURATION DC.B 0,0 ;4(A1) DC.L 0 DC.B 8,0,1 ;10(A1) VOL REG DC.B 0 ;ADD 13(A1) DC.W 3 ;VIB LIMIT DC.W 2 ;VIBRATO ADD 16(A1) DC.W 0 ;VIB 18(A1) DC.L 0 ;TMP NOTE 20(A1) DC.B 1,1 ;VIB RATE DC.B 0,0 ;INITIAL VOL 26(A1) ;\ADSR 28(A1) DC.B 12,15,14,13,13,12 DCB.B 8,11 DCB.B 8,9 DCB.B 8,8 DCB.B 8,7 DCB.B 8,6 DCB.B 15,5 DCB.B 20,4 DCB.B 20,3 DCB.B 20,2 DCB.B 20,1 DC.B 20,0 even PNT5 DC.W 0 DC.W 1 ;EFFECT & DURATION 2(A1) DC.B 0,0 DC.L 0 DC.B 8,0,1 DC.B 0 ;ADD 13(A1) DC.W 2 ;VIB LIMIT DC.W 3 ;VIB ADD 16(A1) DC.W 0 ;VIB 18(A1) DC.L 0 ;TEMP NOTE 20(A1) DC.B 1,1 ;VIB RATE 24)A1) DC.B 0,0 ;INITIAL VOL ;ADSR 28(A1) DC.B 15,15,14,13,12,11,10,10,10 DCB.B 10,9 DCB.B 10,8 DCB.B 10,7 DCB.B 10,6 DCB.B 10,5 DCB.B 20,4 EVEN TE2 DC.W 2,3 MAX DC.B 71,32,87,72,69,65,84,79,78 DRI DC.B 251,0 MIN DC.B 0,0 MC DC.B 0,0 EVEN ;-----------MUSIC DATA drm dc.w 0,32+1024 dc.w 7,4+768 dc.w 0,28+1024 dc.w 0,32+1024 dc.w 7,4+768 dc.w 0,28+1024 dc.w 0,32+1024 dc.w 7,4+768 dc.w 0,28+1024 dc.w 0,32+1024 dc.w 7,4+768 dc.w 0,28+1024 dc.w 0,32+1024 dc.w 7,4+768 dc.w 0,28+1024 dc.w 0,32+1024 dc.w 7,4+768 dc.w 0,28+1024 dc.w 0,32+1024 dc.w 7,4+768 dc.w 0,28+1024 dc.w 0,24+1024 dc.w 7,1+768 dc.w 0,7+1024 dc.w 7,4+768 dc.w 0,12+1024 dc.w 4,1+768 dc.w 0,7+1024 dc.w 2,1+768 dc.w 0,6+1024 DC.W $FFFF,$FFFF NULL DC.W 2,128+2304 DC.W $FFFF,$FFFF v=15*256 u=8 K=1536 fb1 dc.w 0,2 basa dc.w 153*u,16+K dc.w 153*u,4+K dc.w 0,4+S dc.w 153*u,8+K dc.w 153*u,8+K dc.w 153*u,8+K dc.w 153*u,8+K dc.w 153*u,8+K dc.w 153*u,16+K dc.w 153*u,4+K dc.w 0,4+S dc.w 153*u,8+K dc.w 153*u,8+K dc.w 153*u,8+K dc.w 153*u,8+K dc.w 153*u,8+K dc.w 128*u,4+48+K dc.w 127*u,2+K dc.w 126*u,2+K dc.w 125*u,2+K dc.w 124*u,2+K dc.w 123*u,2+K dc.w 122*u,2+K dc.w 121*u,16+K dc.w 121*u,4 dc.w 0,4+S dc.w 121*u,40+K dc.w 153*u,16+K dc.w 153*U,16+K dc.w 153*16,12+K dc.w 0,4+S dc.w 91*16,12+K dc.w 0,4+S dc.w 102*16,32+K dc.w 102*16,16+K dc.w 91*16,16+K dc.w 153*u,16+K TX=512 L=4 DC.W 153*L,16+TX DC.W 102*L,16+TX DC.W 91*L,16+TX DC.W 76*L,16+TX DC.W 91*L,16+TX DC.W 102*L,16+TX DC.W 121*L,16+TX DC.W $FFFF,$FFFF i=2 VB=256 SLU=2560 SLD=2816 HONEY DC.W 121*i,16+VB DC.W 102*i,8 DC.W 153*i,48+VB DC.W 102*i,8 DC.W 91*i,8 DC.W 76*i,16+VB DC.W 91*i,8 DC.W 102*i,16+VB hon1 DC.W 128*i,16+SLD DC.W 153*i,8 DC.W 128*i,48+VB hon2 ;i'm DC.W 128*i,8 DC.W 121*i,8 DC.W 102*i,16+VB DC.W 121*i,8 DC.W 136*i,16+VB hon3 DC.W 153*i,16+SLD DC.W 182*i,8 DC.W 153*i,48+VB ;SO WONT hon4 DC.W 136*i,8 DC.W 136*i,8 DC.W 121*i,8 DC.W 102*i,8 DC.W 121*i,16+SLD DC.W 153*i,48+VB dc.w 0,88+S DC.W $FFFF,$FFFF *-*-* HONE DC.W 121*i,8+VB DC.W 0,8+S DC.W 102*i,8 DC.W 153*i,48+VB DC.W 102*i,8 DC.W 91*i,8 DC.W 76*i,8+VB DC.W 0,8+S DC.W 91*i,8 DC.W 102*i,16+VB ;TRAGIC DC.W 128*i,16+SLD DC.W 153*i,8 DC.W 128*i,48+VB ;COME ON SHOW ME THE MAGIC ;i'm DC.W 128*i,8 DC.W 121*i,8 DC.W 102*i,8+VB DC.W 0,8+S DC.W 121*i,8 DC.W 136*i,8+VB DC.W 121*i,8 ; DC.W 153*i,16+SLD DC.W 182*i,8 DC.W 153*i,48+VB ;OF YOUR HOLLYWOOD SONGS DC.W 128*i,8 DC.W 121*i,8 DC.W 102*i,16+vb DC.W 121*i,8 DC.W 136*i,8 DC.W 153*i,48+VB dc.w 0,88+S DC.W $FFFF,$FFFF O=8 BB1 dc.w 153*O,32+V dc.w 153*O,32+V dc.w 153*O,32+V dc.w 153*O,32+V dc.w 193*O,32+V dc.w 193*O,8+V dc.w 0,8+S dc.w 193*O,16+V dc.w 182*O,32+V dc.w 182*O,32+V dc.w 153*O,32+V dc.w 153*O,16 dc.w 182*O,16 dc.w 204*O,32+V dc.w 204*O,32+V dc.w 153*O,32+V dc.w 153*O,24 dc.w 204*O,8 dc.w 193*O,16 dc.w 193*O,8 dc.w 193*O,8 dc.w 204*O,16+VB dc.w 204*O,8+VB dc.w 204*O,8+VB DC.W $FFFF,$FFFF STR1 DC.W 0,8+S STR DC.W 91*4,64+V DC.W 91*4,64+V DC.W 121*4,40+V DC.W 120*4,24+2560 DC.W 102*4,64+V DC.W 91*4,64+V DC.W 81*4,40+V DC.W 81*4,24+sld 2816 DC.W 136*4,64+Vb DC.W 136*4,64+V DC.W 121*4,64+V DC.W 136*4,64+V ;YOU BECAME A LEGEND J=2 YOU DC.W 91*J,16 DC.W 76*J,8 DC.W 91*J,24 DC.W 102*J,16 DC.W 121*J,16 DC.W 136*J,16+V ;OFHZ(HCP/*@`A hCQXNu ho<:x<ϸ fwU>hiD33""$lfu^X .R,:|]o0*CG<`!Mn 'LpX\p au:9@ 8Q]o5'7m9/r8 .?Zb0ZDQ2 %%;t%Ǻ $.!@*1ry G-`1Y0_euc|D'q 2|2!!a㛟5~mMA Ac6[Tx; 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Yl񵌍D* 7[c~xE\bz[-f tnO՝qzgj?j{dvud 2b Rc8y,.l}^g @4;n1vĐI,8-F=UQF_3 . }1A U14jd ;Z&dx\߂?n:E!&@z.;e`@~s`S `*DP4_Ed :4|,-LK , &{G `ga`Yۅ;V#a,E@Jzʃ|18u $Nd O'L  <vȀB2d F† Byv_nx ζX>W+ԅfv ?% +x no~7`ezb3<IPk`a8,f e tIua*"exVŷݛ9쳃&Qa{x!1`bg0"$,Z?Sg[Pfe0!ٸg`M[3S @ loo8:YD4TxNxStN~|>'x ぐ3@Ng@_8<8l{5/2Wxbf}P+/8 Sa*_qUtՌ'.RVɅw?@u{<̟ TC$  k=0g/]Y,s36Rl[赞 KLcxpIaA]46k32,Eq00k)Z /=Kqx> 5*6O 6 #?^ygXSVe..@>* 9po  <>,<NT~DW&Z4sj%~~9s ΰ5Oj]>|UAG0/9eπ߳nrUx p\?R4aϖ@ϷXZK'CB,jGjy6/àXxWI9 7](@@͋<#?Ef75?,\IyZ ^k:ae.4OMWW"?K<fg+RԯRH؀dY<ɱ >#1a#rj}8۳%dž /rqxV}6G8k$YuʋryoLug9 6`=7= oN,7%5q qbX^}237`4EQ {2l#bxM @5x 8a )j @[EkGf^c9|̛Y=8(_{nxx|qC[{ rW+0H? _?lqB{<`E%`,f8x?8ulCru{{ D=,svoK_Y/4Mpֿ#ذds)]1]c*%G= xˮBl]l>N `*O.|*m - ЭЭ// Bg?<JNAO `4a:\chains\sp*.pi1a:\tunes_2\belg*.prga:\goth*.prgB?< NA\#?<NNT3L@H/</<HyB?<?<KNABg/9N/9N?<NNO hBP 9N##^?<%NNT?</<0?<=NA3J@k43@ 9"//<}B?9?<?NA ?9?<>NAX 9 /?<NN\#^?<%NNT?<NAT#BA|?<%NNT## # >< yN#^?<%NNTQ?<NAT#>< yN#^?<%NNTQ?<NAT/</<HyW?<?<KNA#A|## # ?9/N `:*O.|6*m - ЭЭ// Bg?<JNAO `@a:\chains\wave*.pi1a:\tunes_2\colours.prga:\chains\poir*.prgB?< NA\# ?<NNT3L@H/</<HyD?<?<KNABg/9N/9N?<NNO hBP 9N##^?<%NNT?</<0?<=NA3J@k3@ 9"//<}B?9?<?NA ?9?<>NAX 9 /?<NN\#^#?<%NNT`yJygNu3// /A@C:3h3h3h3h3h3h 3h 3h 3h3h3h3h3h3h3h3h#Z""_ _Nu?<NAT?</ j DC.W 153*J,16+V DC.W 136*J,16+V DC.W 121*J,16 DC.W 153*J,8 DC.W 102*J,56+V ;AND NOW DC.W 153*J,16 DC.W 114*J,16 DC.W 102*J,16 ;THOUGHT DC.W 91*J,16 DC.W 85*J,8 DC.W 91*J,16 DC.W 85*J,8 DC.W 91*J,16 DC.W 91*J,16 DC.W 91*J,8 DC.W 91*J,16 DC.W 91*J,8 DC.W 91*J,16+sld ;KNEE DC.W 136*J,64+V DC.W 0,64+S ;WILL THE WIND WILL DC.W 91*J,16+V DC.W 76*J,8 DC.W 91*J,24 DC.W 102*J,16 DC.W 121*J,16 DC.W 136*J,16 ;BOAT DC.W 153*J,16 DC.W 136*J,16+Vb DC.W 121*J,16+Vb DC.W 153*J,8 DC.W 102*J,24+V E=1536 C=5 H=4 A=1792 *-* DC.W 102*H,C+A DC.W 96*H,C+A DC.W 91*H,6+A DC.W 81*H,C+A DC.W 85*H,C+A DC.W 91*H,6+A DC.W 96*H,C+A DC.W 102*H,C+A DC.W 108*H,6+A DC.W 114*H,16+A DC.W 121*H,16+A *-* ;KINDLY DC.W 91*J,8 DC.W 0,8+S DC.W 81*J,8 DC.W 0,8+S DC.W 91*J,8 DC.W 0,8+S DC.W 81*J,8 DC.W 0,8+S DC.W 91*J,8 DC.W 0,8+S DC.W 81*J,8 DC.W 0,8+S DC.W 81*J,8 DC.W 0,8+S DC.W 91*J,16+SLD DC.W 102*J,128+vb P=8 pp=p/2 B21 DC.W 0,3+S B2 DC.W 182*P,16 DC.W 182*PP,16 DC.W 182*P,16 DC.W 182*PP,16 DC.W 182*P,16 DC.W 182*PP,16 DC.W 182*P,16 DC.W 182*PP,16 DC.W 153*P,16 DC.W 153*PP,16 DC.W 153*P,16 DC.W 153*PP,16 DC.W 153*P,16 DC.W 153*PP,16 DC.W 153*P,16 DC.W 153*PP,16 DC.W 136*P,16 DC.W 136*PP,8 DC.W 136*PP,8 DC.W 136*P,16 DC.W 136*PP,8 DC.W 136*PP,8 DC.W 121*P,16 DC.W 121*PP,8 DC.W 121*PP,8 DC.W 121*P,16 DC.W 121*PP,8 DC.W 121*PP,8 DC.W 136*P,16 DC.W 136*PP,8 DC.W 136*PP,8 DC.W 136*P,16 DC.W 136*PP,8 DC.W 136*PP,8 DC.W 121*P,16 DC.W 121*PP,8 DC.W 121*PP,8 DC.W 136*P,16 DC.W 136*PP,8 DC.W 136*PP,8 S=2304 R=2 LEAD DC.W 0,255+S DC.W 0,255+S DC.W 121*R,8+f DC.W 102*R,5+v DC.W 0,64+8+3+S DC.W 153*R,8+f DC.W 121*R,8+f DC.W 114*R,8+f DC.W 121*R,8+f DC.W 153*R,8 DC.W 191*R,8+f DC.W 153*R,8 DC.W 136*R,8 DC.W 121*R,8 DC.W 114*R,8 DC.W 108*R,8 DC.W 102*R,8 DC.W 96*R,8 DC.W 81*R,32+VB DC.W 85*R,16 DC.W 91*R,8 DC.W 0,255+S DC.W 0,255+S f=13*256 pq=16 B52 DC.W 182*pq,32 DC.W 182*P,32 DC.W 182*P,32 DC.W 182*P,16 DC.W 182*P,8 DC.W 182*P,8+f DC.W 153*P,32 DC.W 153*P,32 DC.W 153*P,32 DC.W 153*P,16 DC.W 153*P,16+f DC.W 136*P,32+f DC.W 136*P,32+f DC.W 121*P,32 DC.W 121*P,32 DC.W 136*P,32 DC.W 136*P,24 DC.W 136*P,8 DC.W 121*P,16 DC.W 121*P,8 DC.W 121*P,8 DC.W 136*P,16 DC.W 136*pq,8 DC.W 136*pq,8+f STR8 DC.W 91*4,64+V DC.W 91*4,64+V DC.W 121*4,40+V DC.W 120*4,24+2560 DC.W 102*4,64+V DC.W 91*4,64+V DC.W 81*4,40+V DC.W 81*4,24+sld 2816 DC.W 102*4,64+Vb DC.W 102*4,64+V DC.W 121*4,64+V DC.W 102*4,64+V ha=1 ca=2 WILL1 DC.W 91*ca,8 +V DC.W 91*ca,8 +V DC.W 76*ca,8 DC.W 91*ca,8 DC.W 0,8+s DC.W 102*ca,8 DC.W 102*ca,8 DC.W 102*ca,8 DC.W 121*ca,8 DC.W 121*ca,8 DC.W 136*ca,8 DC.W 0,8+s ;BOAT DC.W 153*ca,8 DC.W 0,8+s DC.W 136*ca,8 +Vb DC.W 0,8+s DC.W 121*ca,8 +Vb DC.W 121*ca,8 +Vb ; DC.W 0,8+s DC.W 153*ca,8 DC.W 102*ca,8 DC.W 0,16+s DC.W 102*ha,C+A DC.W 96*ha,C+A DC.W 91*ha,6+A DC.W 81*ha,C+A DC.W 85*ha,C+A DC.W 91*ha,6+A DC.W 96*ha,C+A DC.W 102*ha,C+A DC.W 108*ha,6+A DC.W 114*ha,16+A DC.W 121*ha,16+A *-* ;KINDLY DC.W 91*ca,8 DC.W 0,8+S DC.W 91*ca,8 DC.W 0,8+S DC.W 91*ca,8 DC.W 0,8+S DC.W 91*ca,8 DC.W 0,8+S DC.W 81*ca,8 DC.W 81*ca,8 DC.W 81*ca,8 DC.W 0,8+S DC.W 81*ca,8 DC.W 0,8+S DC.W 91*ca,16+sld DC.W 102*ca,8 +vb DC.W 0,120+s FRIENDLY BUDGIE UK STOCKIST)). THEY WHERE WRITTEN BY DAVE AND MYSELF WHILST WE " DC.B "WERE SUPPOSED TO BE GOING TO LECTURES AT NEWCASTLE UNIVERSITY, BUT CODING WAS MUCH " DC.B "MORE FUN. " DC.B " " DC.B 4,"SPACE DUEL: ",5 DC.B 4," " DC.B 3,"SPACE DUEL IS BASED ON A GAME THAT I USED TO PLAY WHEN I WAS YOUNGER ( I THINK IT WA dcb.b 20,5 dcb.b 10,4 dcb.b 10,3 dcb.b 32,2 EVEN PNT3 DC.W 0 NP3 DC.W 1 ;2(A1) DURATION DC.B 0,0 ;4(A1) DC.L 0 ;6 DC.B 10,6,11 ;10(A1) VOL REG DC.B 0 ;ADD 13(A1) DC.W 5 ;VIB LIMIT DC.W 3 ;VIBRATO ADD 16(A1) DC.W 0 ;VIB 18(A1) DC.L 0 ;TMP NOTE 20(A1) fluk DC.B 0,0 ;VIB RATE DC.B 0,0 ;INITIAL VOL 26(A1) ;\ADSR 28(A1) DC.B 14,14,13,12,11,11,10,9,8,7 PNT5 DC.W 0 DC.W 1 ;EFFECT & DURATION 2(A1) DC.B 0,0 DC.L 0 DC.B 8,0,1 DC.B 0 ;ADD 13(A1) DC.W 5 ;VIB LIMIT DC.W 4 ;VIB ADD 16(A1) DC.W 0 ;VIB 18(A1) DC.L 0 ;TEMP NOTE 20(A1) DC.B 1,1 ;VIB RATE 24)A1) DC.B 0,0 ;INITIAL VOL ;ADSR 28(A1) dc.b 14,13,13,12,12,11 dcb.b 10,11 dcb.b 10,10 dcb.b 10,9 dcb.b 10,8 dcb.b 10,7 MAX DC.B 71,32,87,72,69,65,84,79,78 EVEN ;-----------MUSIC DATA D=1024+256 v=256 vv=6*256 NULL DC.W 2,128+5*256 DC.W $FFFF,$FFFF drm dc.w 3,32+1024 dc.w 6,6+768 dc.w 0,10+16+1024 DC.W $FFFF,$FFFF a=4 b=512 BT2 dc.w 120*a,16+b dc.w 60*a,24+b dc.w 81*a,8+b dc.w 108*a,8+b dc.w 96*a,8+b dc.w 120*a,16+b dc.w 81*a,16+b dc.w 108*a,8+b dc.w 96*a,8+b dc.w 81*a,16+b DC.W $FFFF,$FFFF g=8 b111 dc.w 121*g,16+vv dc.w 96*g,4 DC.W 0,12+d dc.w 162*g,16+vv dc.w 96*g,4 DC.W 0,12+d b11 dc.w 121*g,16+vv dc.w 121*g,16+vv dc.w 108*g,8+vv dc.w 108*g,8+vv dc.w 96*g,8+vv dc.w 96*g,8+vv b1 dc.w 121*g,16+vv dc.w 96*g,4 DC.W 0,12+d dc.w 162*g,16+vv dc.w 96*g,4 DC.W 0,12+d DC.W $FFFF,$FFFF b12 dc.w 121*g,16+vv dc.w 96*g,4 DC.W 0,12+d dc.w 162*g,16+vv dc.w 96*g,4 DC.W 0,12+d dc.w 121*g,16+vv dc.w 121*g,16+vv dc.w 128*g,16+vv dc.w 144*g,16+vv DC.W $FFFF,$FFFF b2 dc.w 91*g,16+vv dc.w 72*g,4 DC.W 0,12+d dc.w 121*g,16+vv dc.w 72*g,4 DC.W 0,12+d dc.w 91*g,16+vv dc.w 91*g,16+vv dc.w 96*g,16+vv dc.w 108*g,16+vv DC.W $FFFF,$FFFF b3 dc.w 81*g,16+vv dc.w 64*g,4 DC.W 0,12+d dc.w 108*g,16+vv dc.w 64*g,4 DC.W 0,12+d dc.w 81*g,16+vv dc.w 162*g,16+vv dc.w 108*g,16+vv dc.w 96*g,16+vv DC.W $FFFF,$FFFF b5 dc.w 91*g,16+vv dc.w 72*g,4 DC.W 0,12+d dc.w 121*g,16+vv dc.w 72*g,4 DC.W 0,12+d dc.w 91*g,16+vv dc.w 81*g,16+vv dc.w 96*g,16+vv dc.w 108*g,16+vv DC.W $FFFF,$FFFF BT3 dc.w 91*a,16+b dc.w 60*a,24+b dc.w 60*a,8+b dc.w 81*a,8+b dc.w 72*a,8+b dc.w 91*a,16+b dc.w 60*a,16+b dc.w 81*a,8+b dc.w 72*a,8+b dc.w 60*a,16+b DC.W $FFFF,$FFFF x=8 BT4 dc.w 81*x,16+b dc.w 54*x,24+b dc.w 54*x,8+b dc.w 68*x,8+b dc.w 64*x,8+b dc.w 81*x,16+b dc.w 64*x,16+b dc.w 68*x,8+b dc.w 64*x,8+b dc.w 54*x,16+b DC.W $FFFF,$FFFF t=256 e=2 acc dc.w 96*e,64+t dc.w 121*e,16+t dc.w 162*g,16+vv dc.w 144*g,16 +vv dc.w 128*g,16+vv dc.w 121*g,16+vv dc.w 193,32+v dc.w 193,16+v dc.w 242,16+v dc.w 162*g,16+vv dc.w 144*g,16 +vv dc.w 128*g,16+vv DC.W 96*e,32+t ;blue DC.W 96*e,16+t DC.W 91*e,16+t DC.W 96*e,32+t DC.W 96*e,16+t DC.W 108*e,16+t DC.W 121*e,48+t ;baby DC.W 144*e,16+t ; acc1 DC.W 162*e,32+t ;wore DC.W 162*e,16+t ;in DC.W 162*e,16 ;the morn dc.w 144*e,16+t dc.w 121*e,64+16+v dc.w 121*e,16+t ;when we dc.w 144*e,16+t DC.W $FFFF,$FFFF in dc.w 162*e,64+32+t ;rise dc.w 96*e,16+t dc.w 121*e,16+t DC.W $FFFF,$FFFF mornin dc.w 108*e,16+t dc.w 121*e,64+16+t dc.w 121*e,16+t dc.w 108*e,16+t DC.W $FFFF,$FFFF rise dc.w 96*e,64+32+t dc.w 96*e,16+t dc.w 121*e,16+t DC.W $FFFF,$FFFF time dc.w 108*e,64+32+t dc.w 96*e,16+t dc.w 108*e,16+t time1 dc.w 121*e,64+16+t dc.w 121*e,16+t dc.w 121*e,16+t dc.w 108*e,16+t DC.W $FFFF,$FFFF . t tY.. t tALBERT S 0t Z[!KRKOSKA S Ut R8JINGLE S :t qwFAIR S Ht w.LICK S et NECRO S t V*WOW S t &SEAFISH S vt 'DOSOUND S t bNOTE2 ASCt  CLR.L -(SP) ; Enter supervisor mode. MOVE.W #$20,-(SP) ; Super. TRAP #1 ADDQ.L #6,SP MOVE.L D0,SV SL EQU $FF8800 SD EQU $FF8802 LEA SL,A0 move.b #7,(a0) move.b #%11111000,2(a0) MOVE.L #$08000000,(A0) MOVE.L #$09000000,(A0) MOVE.L #$0A000000,(A0) bi MOVE.B $469,D0 FT CMP.B $469,D0 BEQ.S FT bsr vbi CMP.B #97,$FFFC02 BNE BI lea $ff8800,a0 get sound chip move.b #7,(a0) move.b #%11111111,2(a0) cut out lingering noise move.l #$8000000,$ff8800 move.l #$9000000,$ff8800 move.l #$a000000,$ff8800 MOVE #$777,$FF8240 clr $FF8240+30 MOVE.L SV,-(SP) MOVE #$20,-(SP) TRAP #1 ADDQ.L #6,SP CLR -(SP) TRAP #1 VBI add.b #220,ji bcc killer lea sl,a3 ;\\\\\\\\\\\\\ MOVE.L UPTO,A2 MOVE CUNT,D3 MOVE.B 33(A2),D4 SSU SUBQ.W #1,D3 BPL PART1 COP move.l #1,d1 MOVE.L d1,PNT1 MOVE.L d1,PNT2 MOVE.L d1,PNT3 MOVE.L d1,PNT5 MOVE.L #$9000000,(a3) ADD.L #36,a2 CMP.L #CHAN0,A2 BNE.S LLA LEA DOTH,A2 LLA MOVE 34(A2),D3 MOVE.B 33(A2),D4 PART1 moveq.w #0,d2 BTST #1,D4 BEQ.S W1 MOVE.L (A2),A1 MOVE.L 4(A2),A0 BSR CHAN0 W1 BTST #2,D4 BEQ.S W2 MOVE.L 8(A2),A1 MOVE.L 12(A2),A0 BSR CHAN0 W2 MOVEQ.B #1,D2 BTST #3,D4 BEQ.S W3 MOVE.L 16(A2),A1 MOVE.L 20(A2),A0 BSR CHAN0 W3 BTST #4,D4 BEQ.S W4 MOVE.L 24(A2),A1 MOVE.L 28(A2),A0 BSR CHAN0 W4 MOVE.L A2,UPTO MOVE D3,CUNT ;--END OF VBI ;--------EXIT flo killer rts ji dc.w 0 SV DC.L 0 DC.B " (C) G.WHEATON. 45 GOLDRILL AVE BOLTON. LANCS, U.K. " even UPTO DC.L EE-36 CUNT DC.W 0 EVEN ;\\RUNNING ORDER SEQUENCE ee doth DC.L PNT5,tun DC.L PNT1,tun4 DC.L PNT2,ddd DC.L PNT3,drm DC.B 0,%00011110 DC.W -1+64*8 DC.L PNT5,adm DC.L PNT1,CHORD DC.L PNT2,B1 DC.L PNT3,drm DC.B 0,%00011110 DC.W -1+64*4 DC.L PNT5,SJ DC.L PNT1,chord DC.L PNT2,B2 DC.L PNT3,drm DC.B 1,%00011110 DC.W -1+64*4 CHAN0 ;\\\\\\\\\\\\\\\\\\\\\\ MOVE (A1),D0 ADD D0,A0 MOVE.L (A0),D1 ;GET NOTE 0 & DURATION MOVE.B 13(A1),D5 EXT.W D5 SWAP D1 ADD D5,D1 SWAP D1 CMP #$FFFF,D1 BNE CON2 CLR (A1) ;RESET TO START SUB D0,A0 MOVE.L (A0),D1 CON2 SUBQ.B #1,3(A1) ;NP0 BNE STILLON MOVE.L D1,6(A1) ;TMP0 \D1.W IS DURATION MOVE.L D1,20(A1);TEMP HOLD NOTE MOVE.B 26(A1),4(A1) ;VOL0 MOVE D1,2(A1) ;NP0 \SET NEW DURATION ADDQ.W #4,(A1) ; & INC POINTER STILLON ;\\VOLUME RFF ;\\\\\\\\\EFFECTS\\\\\\\\\\ NV0 MOVE.B 2(A1),D0 CMP.B #4,D0 BNE DOIT ADDQ.B #1,4(A1) RTS DOIT DZZ MOVE.B #7,(a3) MOVE.B #%11111000,2(a3) BRA FCC EFCT DC.L FINK e1 dc.l VIB,WARB e2 dc.l DRUM,slip dc.l silent,mug,slide,sly FCC LEA EFCT,A6 AND #31,D0 ASL #2,D0 MOVE.L (A6,D0),A0 JSR (A0) MAZ ADDQ.B #1,4(A1) ;VOL0 ;move ji,d0 ;move 20(a1),d1 ;lsr d0,d1 ;move d1,20(a1) MOVE.B 11(A1),(a3) MOVE.B 21(A1),2(a3) ;TMP0+1 MOVE.B 12(A1),(a3) MOVE.B 20(A1),2(a3) ;TMP0 moveq.w #0,D0 MOVE.B 4(A1),D0 MOVE.B 10(A1),(a3) MOVE.B 28(A1,D0),2(a3) ;VOL0 fink rts ;-------EFFECTS ROUTINES-------- ;1-256---DELAYED--VIBRATO------- mug addq.b #1,4(a1) bra.s wwq VIB moveq.w #0,d1 move.b 4(a1),d1 cmp #16,d1 blt.s sac WWQ MOVE 16(A1),D1 ADD D1,18(A1) MOVE 14(A1),D1 CMP 18(A1),D1 BLT.S RIST KJ NEG D1 CMP 18(A1),D1 BGT.S RIST SAZ MOVE 6(A1),D1 ADD 18(A1),D1 MOVE D1,20(A1) SDC RTS RIST NEG 16(A1) BRA.S SAZ sac move 6(a1),20(a1) rts ;2-512------WARB DW----------- WARB addq.b #1,4(A1) addq.w #1,fluk and #7,fluk lsr 20(A1) add.b #90,li bcc.s plop MOVE 6(A1),20(A1) move fluk,d1 asl #1,d1 move ha(pc,d1),d1 add d1,20(a1) PLOP RTS ha dc.w 0,1,0,1,0,-1,0,-1 ;3--768--------DRUM----------- DRUM SUBQ.B #1,21(A1) MOVE.B #7,(a3) MOVE.B #%11011000,2(a3) MOVE.B #6,(a3) MOVE.B 21(A1),2(a3) MOVE.B #5,(a3) MOVE.B 32(A2),2(a3) MOVE.B #4,(a3) MOVE.B 21(A1),D0 ASL.B #4,D0 MOVE.B D0,2(a3) RTS ;------5*256 silent move.b #64,4(a1) rts slip rts ;------7 *256 slide MOVE.B #32,4(A1) ADDQ #1,RI AND #3,RI MOVE RI,D1 ASL #1,D1 MOVE TB(PC,D1),20(A1) rts RI DC.W 0 TB DC.W 216,144,108,85 ;------8 *256 slY rts ;\\\\\\\\\\\\\\DATAS\\\\\\\\\\\\\\\ ;\\NOTE 1ST WORD. DURATION 2ND WORD ;\\\LEAD ;\\\MIDDLE PNT1 DC.W 0 DC.W 1 ;EFFECT & DURATION 2(A1) DC.B 0,0 DC.L 0 DC.B 9,2,3 DC.B 0 ;ADD 13(A1) DC.W 3 ;VIB LIMIT DC.W 2 ;VIB ADD 16(A1) DC.W 0 ;VIB 18(A1) DC.L 0 ;TEMP NOTE 20(A1) ti DC.B 1,1 ;VIB RATE 24)A1) DC.B 0,0 ;INITIAL VOL ;ADSR 28(A1) DC.B 15,15,15,14,14,14,13,13,12,12,12 dcb.b 10,11 dcb.b 10,10 dcb.b 10,9 dcb.b 10,8 dcb.b 10,7 dcb.b 10,6 dcb.b 10,5 dcb.b 10,4 dcb.b 20,3 dcb.b 32,2 EVEN ;\\\BASS PNT2 DC.W 0 DC.W 1 ;2(A1) DURATION DC.B 0,0 ;4(A1) DC.L 0 ;6 DC.B 10,4,5 ;10(A1) VOL REG DC.B 1 ;ADD TO NOTE 13(A1) DC.W 4 ;VIB LIMIT DC.W 5 ;VIBRATO ADD 16(A1) DC.W 2 ;VIB 18(A1) DC.L 0 ;TMP NOTE 20(A1) li DC.B 1,1 ;VIB RATE DC.B 0,0 ;INITIAL VOL 26(A1) ;\ADSR 28(A1) ADSR *-* dc.b 15,15,14,14,14,13,13,13 dcb.b 16,11 dcb.b 16,10 dcb.b 32,9 dcb.b 32,8 dcb.b 32,6 dcb.b 32,5 EVEN PNT3 DC.W 0 NP3 DC.W 1 ;2(A1) DURATION DC.B 0,0 ;4(A1) DC.L 0 ;6 DC.B 10,6,11 ;10(A1) VOL REG DC.B 0 ;ADD 13(A1) DC.W 5 ;VIB LIMIT DC.W 3 ;VIBRATO ADD 16(A1) DC.W 0 ;VIB 18(A1) DC.L 0 ;TMP NOTE 20(A1) fluk DC.B 0,0 ;VIB RATE DC.B 0,0 ;INITIAL VOL 26(A1) ;\ADSR 28(A1) DC.B 14,14,13,12,11 PNT5 DC.W 0 DC.W 1 ;EFFECT & DURATION 2(A1) DC.B 0,0 DC.L 0 DC.B 8,0,1 DC.B 0 ;ADD 13(A1) DC.W 2 ;VIB LIMIT DC.W 2 ;VIB ADD 16(A1) DC.W 0 ;VIB 18(A1) DC.L 0 ;TEMP NOTE 20(A1) DC.B 1,1 ;VIB RATE 24)A1) DC.B 0,0 ;INITIAL VOL ;ADSR 28(A1) DC.B 15,14,14,13,13,12,12,11 DCb.B 8,11 DCb.B 8,10 DCb.B 8,9 DCb.B 8,8 DCb.B 8,7 DCb.B 32,6 DCb.B 32,5 DCb.B 32,4 DCb.B 32,3 DCb.B 32,2 DCb.B 128,1 MAX DC.B 71,32,87,72,69,65,84,79,78 EVEN ;-----------MUSIC DATA D=1024+256 NULL DC.W 2,128+5*256 DC.W $FFFF,$FFFF drm dc.w 6,1+768 dc.w 0,15+1024 dc.w 1,1+768 dc.w 0,15+1024 DC.W $FFFF,$FFFF a=1 x=7*256 V=512 vv=512 adm dc.w 162*a,8+V dc.w 193*a,8+V dc.w 162*a,16+V dc.w 193*a,16+V dc.w 256*a,16+V dc.w 216*a,8+V dc.w 256*a,8+V dc.w 216*a,16+V dc.w 256*a,24+V dc.w 256*a,4+V dc.w 216*a,4+V DC.W $FFFF,$FFFF SJ dc.w 162*a,8+V dc.w 193*a,8+V dc.w 162*a,16+V dc.w 193*a,16+V dc.w 256*a,16+V dc.w 216*a,8+V dc.w 256*a,8+V dc.w 216*a,16+V dc.w 256*a,16+V dc.w 216*a,15+V dc.w 256*a,2+V dc.w 216*a,2+V dc.w 172*a,8+V dc.w 193*a,8+V dc.w 172*a,128+V DC.W $FFFF,$FFFF Q=8 B1 dc.w 216*Q,16 dc.w 0,16+D dc.w 288*Q,16 dc.w 243*Q,16 dc.w 216*Q,16 dc.w 0,16+D dc.w 288*Q,16 dc.w 243*Q,16 ;dc.w 0,16+D dc.w 216*Q,16 dc.w 0,16+D dc.w 288*Q,8 dc.w 0,24+D dc.w 216*Q,16 dc.w 0,16+D dc.w 288*Q,8 dc.w 0,24+D DC.W $FFFF,$FFFF B2 dc.w 216*Q,16 dc.w 0,16+D dc.w 288*Q,16 dc.w 0,16+D dc.w 216*Q,16 dc.w 0,16+D dc.w 288*Q,16 dc.w 243*Q,16 ; dc.w 0,16+D DC.W 216*Q,64+256 DC.W 216*Q,255+D DC.W $FFFF,$FFFF X1=X+256 CHORD DC.W 0,8+X DC.W 216*4,8+d DC.W $FFFF,$FFFF e=1 w=2 ddd DC.W 216*e,1+d DC.W 54*w,1+d DC.W 216*e,1+d DC.W 54*w,1+d DC.W 216*e,1+d DC.W 50*w,1+d DC.W 216*e,1+d DC.W 50*w,1+d DC.W $FFFF,$FFFF j=4 ton dc.w 108*j,16 dc.w 96*j,16 dc.w 85*j,16 dc.w 81*j,16 dc.w 72*j,16 dc.w 68*j,16 dc.w 64*j,96+64+256 tun8 dc.w 0,5 tun4 dc.w 0,3 tun dc.w 108*j,16 dc.w 96*j,16 dc.w 85*j,16 dc.w 81*j,16 dc.w 72*j,16 dc.w 64*j,16 dc.w 57*j,16 dc.w 54*j,128+256 dc.w 108*j,2 dc.w 96*j,2 dc.w 85*j,2 dc.w 81*j,2 dc.w 72*j,2 dc.w 64*j,2 dc.w 57*j,2 dc.w 54*j,16 dc.w 57*j,16 dc.w 64*j,16 dc.w 72*j,16 dc.w 81*j,16 dc.w 85*j,16 dc.w 96*j,16 dc.w 108*j,128+16+256 w 144,128+v ADD 13(A1) DC.W 5 ;VIB LIMIT DC.W 3 ;VIBRATO ADD 16(A1) DC.W 0 ;VIB 18(A1) DC.L 0 ;TMP NOTE 20(A1) fluk DC.B 0,0 ;VIB RATE DC.B 0,0 ;INITIAL VOL 26(A1) ;\ADSR 28(A1) DC.B 14,14,13,12,11,11,10,9,8,7 PNT5 DC.W 0 DC.W 1 ;EFFECT & DURATION 2(A1) DC.B 0,0 DC.L 0 DC.B 8,0,1 DC.B 0 ;ADD 13(A1) DC.W 5 ;VIB LIMIT DC.W 4 ;VIB ADD 16(A1) DC.W 0 ;VIB 18(A1) DC.L 0 ;TEMP NOTE 20(A1) DC.B 1,1 ;VIB RATE 24)A1) DC.B 0,0 ;INITIAL VOL ;ADSR 28(A1) dc.b 14,13,13,12,12,11 dcb.b 10,11 dcb.b 10,10 dcb.b 10,9 dcb.b 10,8 dcb.b 10,7 MAX DC.B 71,32,87,72,69,65,84,79,78 EVEN ;-----------MUSIC DATA D=1024+256 v=256 vv=6*256 NULL DC.W 2,128+5*256 DC.W $FFFF,$FFFF drm dc.w 3,32+1024 dc.w 6,6+768 dc.w 0,10+16+1024 DC.W $FFFF,$FFFF a=4 b=512 BT2 dc.w 120*a,16+b dc.w 60*a,24+b dc.w 81*a,8+b d CLR.L -(SP) MOVE.W #$20,-(SP) ; Super. TRAP #1 ADDQ.L #6,SP MOVE.L D0,SV ; Save old status. play ****************** move.b $469,d0 * ww cmp.b $469,d0 * beq.s ww * ****************** bsr vbi cmp.b #97,$fffc02 bne play lea $ff8800,a0 get sound chip move.b #7,(a0) move.b #%11111111,2(a0) cut out lingering noise move.l #$8000000,$ff8800 move.l #$9000000,$ff8800 move.l #$a000000,$ff8800 MOVE.L SV,-(SP) MOVE.W #$20,-(SP) TRAP #1 ADDQ.L #6,SP CLR -(SP) TRAP #1 *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* SL EQU $FF8800 SD EQU $FF8802 move.b #7,sl move.b #%11111000,sd VBI movem.l d0-d3/a0-a6,-(sp) ;\\\\\\\\\\\\\ MOVE.L UPTO,A2 MOVE CUNT,D3 MOVE.B 33(A2),D4 SSU SUBQ.W #1,D3 BPL.S PART1 COP MOVE.L #1,PNT0 MOVE.L #1,PNT1 MOVE.L #1,PNT2 MOVE.L #1,PNT3 MOVE.L #1,PNT4 MOVE.L #1,PNT5 MOVE.L #$9000000,SL ADD.L #36,a2 CMP.L #CHAN0,A2 BNE.S LLA LEA DOTH,A2 LLA MOVE 34(A2),D3 MOVE.B 33(A2),D4 PART1 CLR.B D2 BTST #1,D4 BEQ.S W1 MOVE.L (A2),A1 MOVE.L 4(A2),A0 BSR CHAN0 W1 BTST #2,D4 BEQ.S W2 MOVE.L 8(A2),A1 MOVE.L 12(A2),A0 BSR CHAN0 W2 MOVEQ.B #1,D2 BTST #3,D4 BEQ.S W3 MOVE.L 16(A2),A1 MOVE.L 20(A2),A0 BSR CHAN0 W3 BTST #4,D4 BEQ.S W4 MOVE.L 24(A2),A1 MOVE.L 28(A2),A0 BSR CHAN0 W4 MOVE.L A2,UPTO MOVE D3,CUNT ;--END OF VBI ;--------EXIT movem.l (sp)+,d0-d3/a0-a6 killer rts SV DC.L 0 DC.B " (C) G.WHEATON. 60 NEVIS GROVE BOLTON. LANCS, U.K. " EVEN UPTO DC.L EE-36 CUNT DC.W 0 EVEN ;\\RUNNING ORDER SEQUENCE ee DC.L PNT4,TUSK DC.L PNT0,bas1 DC.L PNT2,bas DC.L PNT3,TIKA drm DC.B 2,%00011100 DC.W 8*64 doth DC.L PNT5,RUSK bas2 DC.L PNT0,bas1 DC.L PNT2,bas DC.L PNT3,TIKAR DC.B 3,%00011110 DC.W 8*64 DC.L PNT4,FUSK DC.L PNT0,bas1 DC.L PNT2,bas DC.L PNT3,TIKA drm DC.B 2,%00011110 DC.W 4*64 DC.L PNT4,basa DC.L PNT0,basa+32 DC.L PNT2,basa DC.L PNT3,TIKA DC.B 3,%00011110 DC.W 4*64 DC.L PNT5,bas2 DC.L PNT0,bas1 DC.L PNT2,bas DC.L PNT3,TIKA DC.B 3,%00011110 DC.W 4*64 DC.L PNT4,basa DC.L PNT0,basa+12 DC.L PNT2,basa DC.L PNT3,TIKAR DC.B 3,%00011110 DC.W 4*64 ;;;;;;; DC.L PNT5,bas2 DC.L PNT0,bas1 DC.L PNT2,bas DC.L PNT3,TIKA DC.B 3,%00011110 DC.W 4*64 DC.L PNT4,end DC.L PNT0,end1 DC.L PNT2,end DC.L PNT3,TIKA DC.B 3,%00011110 DC.W 4*64 DC.L PNT5,bas2 DC.L PNT0,bas1 DC.L PNT2,bas DC.L PNT3,TIKAR DC.B 3,%00011110 DC.W 511 ;;;;tun DC.L PNT0,man DC.L PNT5,bas1 DC.L PNT2,bas2 DC.L PNT3,TIKA DC.B 3,%00011110 DC.W 2*64 DC.L PNT5,m2 DC.L PNT0,bas33 DC.L PNT2,bas22 DC.L PNT3,TIKA DC.B 3,%00011110 DC.W 4*64 DC.L PNT5,m33 DC.L PNT0,bas1 DC.L PNT2,bas2 DC.L PNT3,TIKA DC.B 3,%00011110 DC.W 2*64 DC.L PNT5,man DC.L PNT0,bas1 DC.L PNT2,bas DC.L PNT3,drm DC.B 3,%00011110 DC.W 2*64 DC.L PNT5,m2 DC.L PNT0,bas22 DC.L PNT2,bas21 DC.L PNT3,drm After assembling and Xecuting these sources, you must press UNDO to exit. The label VBI can be called from your own program or installed as a vbi ensure registers are saved and resto -red if neccesary. See other document on this disc for info on using these sources.move.b 4(a1),d1 CMP #32,d1 BLT wwq move.b #32,4(a1) subq.w #6,6(a1) cmp #81*8,6(a1) bgT.s warp move #81*8,6(a1) warp BRA wwq ;6--1536-----WARB UP--------- WRP SDX addq.b #1,4(a1) LSR 20(A1) CMP #65,20(A1) BGT PLAP MOVE 6(A1),20(A1) PLAP bra vib ;7--1792---SLIDE-UP--WARBLE SLW MOVE.B #15,4(A1) ADD.W #49,20(A1) RTS ; MOVE.B #7,4(a1) ; BRA wwq ;--2048---SLIDE UP CONST VOL SLR MOVE.B #10,4(A1) SUB.W #43,20(A1) RTS YIN DC.B 0,0 ;9--2304-------HOLD------------- HOLD MOVE.B #50,4(A1) RTS ;------10 2560 TWERP MOVE.B #7,SL MOVE.B #%11011100,SD MOVE.B #6,SL MOVE.B 19(A1),SD RTS rts ;11-------2816 SLIDE UP WITH ADSR|>Y%c;sxiMy5t/soᗢ/@闞tY seF|V7? ?<V=_b|+s͍u-| iA<90Hw3LU+)@q[ l3 S=qZs3K aY8 P#ŇS̀Ê2@'ld )YD;PQWO UЅAf-5adsx #0xb*Lhvlk lG Ord yx52xb}scYxsq̛~`MLGn; MQHu΃)>1} 93T bYn8c}s zp10n nxi-nŻ2 98%"!@Y?Zbca,Ü.|^s'3(m"# 7>4R vk: 4gG;;8dK$Y!#xg 6I/Æũ,ݠe"3Ns?uf~]ryw?,uiAxAyg:CK:rˋmz<23^@8d pamg!L7c`;sM ?! +Gyyp@rYxrq pÁ VWY #`˅v[7x5'|BF}8q[<7ŀ7lSR POL7fq3cWz<<5A[`6x&Uy@Gxε˹Y]2G&2ir-@ggԕUx:<2 bG d8 'Lf̷,:Ao<8)~sх7޲eގglyY1/e-3|H<:`efyg Y?GMdqᠫ3ݦx In1a<:pƼ {W'n2vwapKM6t&OZ!2oﻠ = urU <<4\2`nSr^D>͒w> G5w{}l쳸?:@IL z>;3j^CVٽu ej><7 nnx]swS'Cpyitހ~ mgl0lWd vy0pǰ𻿣s +l0E<Y#=4=pzx cP7PL>K%2csx&sl0dh,\=s^$Txk< n+<>EMoq4`>\!I;;1[i2nCy̆(%̰5lM9<.Y̼[v?6237ߚʶgm*}$ .x.w4n13< °\.. _v 3qϙ3=Բ*V+~zϙcYŔs^fa,'c0j 8)7 64D"x Ae9$]b3?$UufV* tD70 1NFXÝQٍã x'x9W8T [ =aiҏ ]x&cXgpa@ 6 t4`x߄h@ Sl兤,bDnV<돇Y0XiP]`>Tb ̟@@ܞs±IryS"XHf|3.O- 3.3 )  Ơq7LpjNg/Э[ r/ bd0wYYNLv 5ǽw Dk}N/{o&iԄM-YecPx^Yl59 -kY_/6pDqˣ9rQ'* ԔTa1 "瀾?Q|Yo:-^EQDPYEe(08X(ˬO^i3jxLCcDf@s՞ 18Ю (a^8 lH?x \p{ytxf.}R@x ,"Ad9@ě,gxQ5a7'bKT^)2sw @,8qGi@R#q@LY&zѲ]n`PRY VDV><N-Q9&bcиHEdgd$,>TQ>(,>YMʲ0oyd7j!͐, Cd @@y:l$"&\L *6@Pi3 ,c>@G <6'"wX.XvY(pÀ`&@qC -4_@ybd@XlYs /Α3#< ulg@\ OJ :wFKQ?l@x<(/.Fz)3 x qx6@3ƧZ8?!^Ahy[<ud%{d,2q:,`f 23q2eE n; #͐9q sdj0d@x2F"'<采Z~9ԅ\\n`}|i'* ?y=ee.dk`I&>,@z;0ryw;=lTqybkaM YI9Ns-2s&1;[S!;f4;38W pXQ2jqqx qπu<€ ,Cl;3GTfiQS.Y^^yM꠽<NKpGfïF$lD+)6U@X̧&4qYx001{ޅ3{`Zu_slvNCw& |0<.akii€lY6-O-A 2nP }8l?73O!ܨvw[@2ο|A^[+J? >I%<.'BqRA9es)9'7 !IW3f 6gb2>X ~ <n6c-LQl~n ՜X!e9LRM 'a_Ho\, 26e.qczm|&,׽^jK/و9̓иoYxՁ~pSyywxr{uC `āvYVͿ$? ǫ 3ȐfP1.jlio.P~vj&=]s26q \^)w2r">cK.ҝfxWf:Y[ "o O3.VxÃnp Zn[H$|]۞Ĩ9B]]5}c/pN DΧ3U*?{IצZ>  eӷ AuT" N=?71:q <8f(`BO:ǰ*3hV\_8x'9/<. 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