@L}5 _$% l0$)$$Hȱ$ UhL" `e$$%`$%`  R@P!( L(1   Y I`  d  Ld M * @  $ % CC$$)%1 Udߥ$9%: !0 S$% DD˙`  }J)Lr d M * @  $ % CC$$)%1 Udߥ$9%: !0 S$%} DD˙`  }J)Lr J  ((  p L ()   J}L= ( L 0q A    IB JC;? D W } LL  ` W )LA!  ߰")-݆ p" } $G@LL 08`Q")<2Q0 -G$Ș݆ UL# ; p8(()(0ʥ)NQ` }$GȘ݆LU )L ݆ L GȘ ݆LL )W>Z   HH)H }p h  hyhy D L> L JJ    ! LA*` BF }7'8  M HN H` 8 Z  \LdJJ!"! GFE@F (!L }EE !E^ ^ E E7EȩEdE/EȩE  D } .L }  ;F d  ;?F7F? ( .   Z D LL d } . D  L    p  E` , d)  D L) 0BM݊L݉} ML  N݆ L NLML [ TEqEHȱEqEh 0Gȹ G} HLL GɛL  LFREE SECTORS G) *Gȩ GȽG GȌ*jj >G} C8jJ3j2CD( C202C ԠBX` N 1? l LlD:RAMDISK}.COMLu L1 L ;LHL  T`  `1  ɐ     `TU  } L ? .  t`GBJ ~DEHI B V0dV!}QDEHI VF9 ,0 ,0 s0hhL  L` H hDHEh"}DEL8HI4 0 HI,0 0  9 .G VLO#},0 L4*IJ`llD1:AUTORUN.SYSNEED MEM.SAV TO LOAD THIS FILE.D1:MEM.SAV J y08 B|DEHI$} V0 0`B;DEL`?<0LV`@ʆ v s? F0Ξ05: [ BDEHI%} VY8 B V  @  /DE `E:D1:DUP.SYSERROR-SAVING USER MEMORY ON DISKTYPE Y TO &}STILL RUN DOS B;DE J  (` 9 V⪍ ઍ  -'}LLu ÝDEHILV 9 .l 9 .l  `` s$B BH(}I|DE V BLV nB,DE JLV B V BLVDEIʩ BꭝLu  } 3E:}DISK OPERATING SYSTEM II VERSION COPYRIGHT 1984 ATARI CORP.A. DISK DIRECTORY I. FORMAT DISKB. RUN CARTRIDG*}E J. DUPLICATE DISKC. COPY FILE K. BINARY SAVED. DELETE FILE(S) L. BINARY LOADE. RENAME FILE M. RUN AT ADDRES+}SF. LOCK FILE N. CREATE MEM.SAVG. UNLOCK FILE O. DUPLICATE FILEH. WRITE DOS FILES P. FORMAT SINGLEL !N',}#"&))9(&*)/h)''-&؆莟R'S  vL/ˢ L }Insert DOS 2.0s, type Y Λx -}DEfHI 1莏#q! @ y0ɛ8A0,' ȅ 1 1ild! 1L!NO SUCH ITEMSELECT.} ITEM OR FOR MENU! 0 .z:*{}.|{ 1 0 0JB 18L%|DL/}%DIRECTORY--SEARCH SPEC,LIST FILE?[# 0 0 &|D3" 1L!NOT A DISK FILEN !B 1L!E# 1 !BD0}ED:}:1BJ|DE 1DEBHI 1 h0ߢ 0.1}  0?詛 1 y0YЛ 1 ;#L" ;#L! BL1TYPE "Y" TO DELETE...DELETE FILE SPEC2}COPY--FROM, TO?OPTION NOT ALLOWED736 FREE SECTORS COPYING---D1:DIRECK.COMl# 0|D .L/%#3}##JB|DE 1BHID#E 1#0: B 1L!#͑### B 1#c$0SY4}S1}:## # # .#Ƚ# # 𩛙## 1,#PD#ELJ- <.BJD#E 5}1 1HH 0hh|DL%1}:̳# L% #D#EL% 1 0 . .0O% 1L!WILD CARDS NOT A6}LLOWED IN DESTINATION 0 <.|K}N 2 FORMAT. t* 5) 1L!`) 0NΞ 0 L1) 1 L!BAD LOAD FILELOAD FROM WHAT FILE?) 0 ?}0#B 1L!WHAT FILE TO LOCK?) 0 0$B 1L!WHAT FILE TO UNLOCK?DUP DISK-SOURCE,DEST DRIVES?TYPE "Y" IF OK TO US@}E PROGRAM AREACAUTION: A "Y" INVALIDATES MEM.SAV.FE! +L1   `*  70 2 2A} 0.* 1 y0 0)INSERT BOTH DISKS, TYPE RETURN^, 1 y038逍 N, 1L! ,B}C, t*  Lx+, 0 ^, 1 y0 , ,0,0 ,L+ ,I0 ,Vǭ0C}Ξ, 0 }, 1 y0C,ШC, 0K'!" H H 'h h Lx+!EF 5L1L!D,I,HhD}` NOT ENOUGH ROOMINSERT SOURCE DISK,TYPE RETURNINSERT DESTINATION DISK,TYPE RETURNE}`  `8 rL1`-* 1P* 1 y0Y`hhL!NAME OF FILE TO MOVE?- 0 0|DL% <.F},^ 1 70 0 .@L# .BJ 1  DEHIB V L1 ,} 1 70,L.  G}JB|,#P#DE 1 HI BDEHHII 1 B 1 ,^ 1 70,0La- B V,#PH},^ 1 70 0L#L!-* 1P* 1 y0Yj383}mm ݭI}}`8}``|* ? ɛ,`|:-)| / 1L!`DESTINATION CANT BE DOJ}S.SYS0 0H{ 24Δ 28/L!/) 2 Π 2 0 ξK}hAΞB,0 J 1 BDEHI,HÝDE 1HIHIDELSAVE-GIVE L}FILE,START,END(,INIT,RUN)O S0 1`BDEPHI V` S0H 1 L!M}0 0 1L~0`PLEASE TYPE 1 LETTER,0`hhL! 70 1L0L<1 ,;ɛ7,"ɛ:ݦ1ݥN}A"D|ݤD|ȩ:|ȩ|ɛ,,(/+.ީ1 1,ɛ`轤{NAMEO} TOO LONG B VL!` L1I H1EΝDL1|mDiE` V0`8d/8 i:222 1 LP}!ERROR- 138ɛ+,' 20*.. өr2 1``2TOO MANY DIGITSINVALID HEXAQ}DECIMAL PARAMETER800 0 8 00`,0'D800 H,ɛh`2L1NEED D1 THRU D8uR} ECIMAL PARAMETER800 0 8 00`,0'D800 H,ɛh`2L1NEED D1 THRU D8uefkVOCABTEMPWORDPARSEDMLINNUMAINSTRPREHEATNINBAKETEMAMOUNINGREINSTRUCTIMETEMUNITMAT} U},,Parser program for Karl's Komputerized,,Kitchen. Enter up to 10 instructiV}ons,then bake it!by Karl E. Wiegers$$------------------------------  11;A,;@@W},;@ ,;@0,GG;@y,;@@,;@,;@,;A,;@,--@@X} D:PARSER.OBJ((-@@$)@( 2-@@y<)@F67,.>:,P ZY}@d,,@@ D:VOCAB.DATn-@x@67$@@%@,. Z}@*6-6.6.N*6-""---------------------------- >:A%,"[} A-@$$ 7@0$&@)<@0$, 2 4Y2 OVEN IS PREHEATED TO  DEGREES\}' $ Next instruction, please:' 6.6- 4 A36-6-'6-3]}6-,&6-@6.6-B:,&6.6 ! A@6.7<,6-@:,J 0  A`T" 46^}-%@" A^, A6-%@"6., Ah-!@G* @X# A- Ar*!@*_} A#*6.>:&@2,|67B:,%@,.6-%@ A##-----------------------------##Su`}broutine to process numbers##-----------------------------67B:,%@,. 6-%@ ! a}Ap6.7<,6-@:,&+!+!@G* @X,)4.+ A0  :67B:,%@,.D67B:,%@b},. N 6-A:,$VW++-------------------------------------X++Subroutine to search for current wordY++------c}-------------------------------Zb6.7B:,,lO)4.)4,)4?)4;)4!)4:E6.7@h}! APHB( (.( Please include a numeric amount.8 BB A`R#"@$ A # A`\#i}"@# A%# A`f! Ap.( (( of what??$ B. A`z#!@ *"j}# A 0N!@ *!((:(Eggs don't have units!D BN A`! A 0<( (k}((Please include some units.2 B< A`( ((Okay!!6-%@6-B:,. @0-@0l}*67<,. . &&67@0$&@)<@0$,. B A`$$------------------------------$$m}Sub to handle bake instruction$$------------------------------! A 0?( (2($You don't havn}e anything to bake yet!< B?$ 4Y A P>( (1(#You need to preheat the oven first.; B>$o}! A p @( (3(%Please include baking time and units.= B@$"@16-$@` @p} A!*@( (3(%Shortest legal cooking time is 5 min.= B@$4A A! >@( (3(%Longest leq}gal cooking time is 10 hrs.= B@$H( ((Okay!R*(*(Your concoction is in the oven,\))(!and this programr} is now finished.f B >:A%,p  !!--------------------------- Subroutine to preheat oven !!s}---------------------------   4N A%0 9( (,(The oven is already preheated!6 B9$ "@3t} A%P 8( (+(Include units for preheating.5 B8$ A A%p >( (1(#Minimum temperaturu}e is 300 degrees.; B>$ A A% >( (1(#Maximum temperature is 500 degrees.; B>$ ( v}((Okay!!( 6.Y2 6-<  B$ ,,Handle unitless ingredients, like eggs''""---------------------w}-------'Sub to get RETURN press'""----------------------------''-@@#$'## Πx}.'##@@K:8')@B'AU B@L'@V'$D:BOOTCAMP.BASy}.'##@@K:8')@B'AU B@L'@V'$D:BOOTCAMP.BAS; redefined character set datacharacter_set DB 0,0,0,0,0,0,0,0 DB 0,0,0,0,48,243,255,255 DB 0,48,60,60,255,255,255,255 {}DB 0,0,0,12,12,207,207,255big_ship DB 0,0,0,11,10,138,121,105 DB 0,12,212,221,228,238,244,255 DB 204,201,215,213,231,233 |},255,249 DB 204,156,125,93,126,158,255,159 DB 0,192,77,221,78,238,79,255 DB 0,0,0,176,160,168,151,150 DB 89,89,80,96,112, }}128,144,153 DB 244,15,4,14,0,0,0,0 DB 247,245,231,233,221,13,0,0 DB 127,95,126,158,221,208,0,0 DB 79,240,64,224,0,0,0,0 ~}DB 149,149,5,6,7,8,9,153medium_ship DB 0,0,0,0,12,13,174,159 DB 0,0,10,187,204,13,238,15 DB 0,0,160,187,204,208,238,240 } DB 0,0,0,0,192,208,234,249 DB 143,126,128,144,160,187,0,0 DB 255,13,204,11,0,0,0,0 DB 255,208,204,176,0,0,0,0 DB 248,231 },8,9,10,187,0,0small_ship DB 0,13,0,159,128,157,160,187 DB 204,221,238,255,238,221,204,0 DB 0,208,0,249,8,217,10,187 }fade_away DB 0,0,0,0,0,0,0,0 DB 0,0,0,0,0,0,0,0 DB 0,0,0,0,0,0,0,0 DB 0,0,0,0,0,0,0,0 DB 0,0,0,0,0,0,0,0 DB 0,0,0,0,0, }0,0,0 DB 0,0,0,0,0,0,0,0 DB 0,0,0,0,0,0,0,0 DB 0,0,0,0,0,0,0,0 DB 0,0,0,0,0,0,0,0 DB 0,0,0,0,0,0,0,0 DB 0,0,0,0,0,0,0,0 } DB 0,0,0,0,0,0,0,0 DB 0,0,0,0,0,0,0,0 DB 0,0,0,0,0,0,0,0 DB 0,0,0,0,0,0,0,0 DB 0,0,0,0,0,0,0,0 DB 0,0,0,0,0,0,0,0 DB }0,0,0,0,0,0,0,0 DB 0,0,0,0,0,0,0,0 DB 0,0,0,0,0,0,0,0 DB 0,0,0,0,0,0,0,0 DB 0,0,0,0,0,0,0,0,0,0 DB 0,0,0,0,0,0,0,0 DB `JKLINSCOSINPOKEPOKBCOBINCOMOFCOGRAGOLORANGRECOLLCOLLINTAD@}  $$****}**************************$$* COLOR SET *$$* by Jackson Beebe *($$* Copyright 198}8 *2$$* by ANALOG Computing *7$$******************************<$$<< Initialize & Screen Menu >>F%%< }Change Defaults at Line 110 >P$$LINT=Ltr Int SCOL=Screen ColZ%%SINT=Scr Int BCOL=Bdr Col etcdn?6-}6-'6-@36-@?6-@x&&;@5,;@,;@, ApPrint menu<< }LETTERS module >>U-@@U( SCREEN |>:@',>:@0, >:@',>:@1,>>(|>:@',>:}@(, >:@',>:@),|U-@@U( BORDER |>:@',>:@0, >:@',>:@1,}>>(|>:@',>:@(, >:@',>:@),|i-@@%( Ӡ|7-@@i(>:@'},>:AV, >:@',>:AW,<< Input choice >>;@.@@K:;)@}U @*"@E'6-%@;0@M-@4@U( 4"@E!-@0@ *( }4 A`U!*"@a'6-&@;0@M-@4@U( 3"@a!-@0@ })( 3 A`'!"@)"AA0'Scr'!"@f)"@A@'Bdr")"@)"A}# AP)Prt, A Wrong choice6@<< SCREEN module >>Jg-@@#( LETTERS 5-@@}g(>:@',>:@(, >:@',>:@),TU-@@U( BORDER |>:@',>:@0, >:@'},>:@1,^>>(|>:@',>:@(, >:@',>:@),|hU-@@U( Π |>:@',>:}AX, >:@',>:AY,r==(|>:@',>:AV, >:@',>:AW,||<< Input choice >>;}@.@@K:;)@U!*"@C'6-&@50@G-@2@}U(, 3"@C!-@0@3($@% U @*"@B'6-%@50@G-@2}@U(, 3"@B!-@0@3($@% U @*"@E'6-%@50@}G-@2@U(, 3"@E!-@0@3($@% U!*"@a'6-&@}50@G-@2@U(, 3"@a!-@0@3($@% '!"@v)"A}A`'Ltr'!"@f)"@A@'Bdr)"@)"A# AP)Prt AWrong choice}<< BORDER module >>g-@@#( LETTERS 5-@@g(>:@',>:@(, >:@',>:@)},&U-@@U( SCREEN |>:@',>:@0, >:@',>:@1,0>>(|>:@',>:@(, }>:@',>:@),|:U-@@U( Ҡ |>:@',>:AX, >:@',>:AY,D>>(|>:@}',>:AV, >:@',>:AW,|N<< Input choice >>X;@.@@K:;)@}bU!*"@C'6-&@50@G-@2@U(, l3"@C!-@0@}3($@% vU @*"@B'6-%@50@G-@2@U(, 3"@B!-@0}@3($@% U @*"@E'6-%@50@G-@2@U(, 3"@E}!-@0@3($@% U!*"@a'6-&@50@G-@2@U(, }3"@a!-@0@3($@% '!"@v)"AA`'Ltr'!"@)"AA0'}Scr)"@)"A# AP)Prt AWrong choice<< PRINTOUT Subroutine >><-@@} <("Add printed comment or push RETURN//(' | |E/(' }A-@@!E C A333C3(****************************************L A P33 } "3L3 LETTERS = SETCOLOR 1,0, =   3 POKE 709,*C 6- A P3C3 SCREEN = S}ETCOLOR 2,, = 4))3 POKE 710,$@%>C 6- A P3C3 BORDER = SETCOLOR 4,,} = H))3 POKE 712,$@%R<333(****************************************6393<3\ AP}Resetfp<< Error >>zSF:A,"A8*-@@ S($ SF:A},"A8*-@@!S($ TURN ON PRINTER AND PUSH RETURN ;@.@@K:;)@} B APReset<< COLOR Subroutine >>"6.GRAY"@6.GOLD}"@6.ORANGE "@ 6. RED-ORANGE"@6.PINK!"@!6. PINK-PURPLE!"}@!6. PURPLE-BLUE"@6. DARK BLUE"@6.BLUE "@  6. LIGHT BLUE"@}6. TURQUOISE$ "@ 6. GREEN-BLUE."@6.GREEN8""@"6. YELLOW-GREENB""@}"6. ORANGE-GREENL""@"6. LIGHT ORANGEV @6.DARK`&!@* @&6.MEDIUMj}!@6.BRIGHTt$~""<< Screen Menu Subroutine >>] (}@-AR@A0@}O0@]0@A-@A(' Ԡ堠.(.(# Use L,S,}B keys to select item +(+( ITEM COLOR INTEN. SETTING//(' D,(" | } | | | SETCOLOR 1,0,>-@8@D(|//(' @-@@ (}( | POKE 709,:-@8@ @(|//(' I1( | | | | SETCOLOR} 2,,C-@8@I(|//(' J-@@2( | POKE 710,$@}%D-@8@J(| //(' I1( | | | | SETCOLOR 4,,}C-@8@I(|//(' (J-@@2( | POKE 712,$@%}D-@8@J(|2.-@@.(<//(' FA-}@ A(' | Push P to PRINT these settings |P//(' Z//(' } d$D:COLORSTN.BAS |P//(' Z//(' 6130 GRAPHICS 19131 SETCOLOR 0,0,2:SETCOLOR 1,0,4:SETCOLOR 2,0,6132 FOR REG=1 TO 3:COLOR REG:ST=2+10*REG-15*(REG=3)133 FOR }X=0 TO 4:PLOT ST+X,4+(REG=3):DRAWTO ST+X,19-(REG=3):NEXT X134 NEXT REG195 POKE 623,8OR REG:ST=2+10*REG-15*(REG=3)133 FOR W230 SOUND 0,10*PEEK(53252)+50,2,8240 POKE 53278,0:POKE 20,0250 IF PEEK(20)<2 THEN 250260 GOTO 230*REG-15*(REG=3)133 FOR e110 DIM CHARSET$(152)120 GOSUB 290130 DIM MOVMEM$(41):MOVMEM$="hhhhhhhΑЈ`"140 DIM MEMCLR$(3}6):MEMCLR$="hhhhhˈ`"150 PB=PEEK(740)-8:POKE 106,PB-8:PMBASE=PB*256:GRAPHICS 23155 POS=30160 S}ETCOLOR 4,2,10:SETCOLOR 2,14,2:SETCOLOR 1,14,4:SETCOLOR 0,14,6170 X=USR(ADR(MEMCLR$),PMBASE+768,1279):POKE 54279,PB:POKE 532}77,3:POKE 623,8:POKE 559,62180 COLOR 1:PLOT 99,64:DRAWTO 99,41:DRAWTO 72,41:POSITION 72,64:POKE 765,1:XIO 18,#6,0,0,"S:"190} COLOR 2:PLOT 98,40:DRAWTO 85,32:DRAWTO 63,32:POSITION 71,40:POKE 765,2:XIO 18,#6,0,0,"S:"200 COLOR 3:PLOT 63,33:POSITION 63},51:POKE 765,3:XIO 18,#6,0,0,"S:"204 POKE 704,15:POKE 705,15:POKE 706,15:POKE 707,15205 FOR Z=0 TO 2210 FOR X=0 TO 2:Y=USR}(ADR(MOVMEM$),ADR(CHARSET$)+8+Z*48+X*16,PMBASE+1146+8*X,7)220 Y=USR(ADR(MOVMEM$),ADR(CHARSET$)+16+Z*48+X*16,PMBASE+1402+8*X,}7):NEXT X230 POS=POS+2+2*(Z=2):IF POS>225 THEN POS=30240 POKE 53248,POS:POKE 53249,POS+8:NEXT Z:GOTO 205290 CHARSET$(1,76)}="  Ȉ8<<`p<<  Ш "300 CHARSET$(77,152)=">xp8}  Ш x":RETURN Ш "300 CHARSET$(77,152)=">xp8?100 DIM CHARSET$(152)110 FOR CHAR=1 TO 152:READ DAT:CHARSET$(CHAR,CHAR)=CHR$(DAT):NEXT CHAR120 FOR LINE=0 TO 1130 START=LI }NE*76+1:PRINT 290+10*LINE;" CHARSET$(";START;",";START+75;")=";140 PRINT CHR$(34);150 FOR CHAR=0 TO 75:PRINT CHR$(27);CHARS }ET$(START+CHAR,START+CHAR);:NEXT CHAR160 PRINT CHR$(34)170 NEXT LINE1000 DATA 0,0,0,0,0,0,0,0,0,3,5,11,11,11,5,3,0,240,232 },212,244,132,232,240,4,9,11,19,19,171010 DATA 16,31,16,200,200,136,200,200,8,248,1,3,7,14,28,56,60,60,128,192,192,224,96,112 },60,60,7,11,23,231020 DATA 23,11,7,8,224,208,168,232,8,208,224,16,9,17,17,17,16,16,31,3,208,200,200,232,232,8,248,192,3,310 }30 DATA 15,62,120,112,56,24,192,192,192,192,192,192,240,240,7,11,23,23,23,11,7,8,224,208,168,232,8,208,224,161040 DATA 9,9,1 }7,16,16,16,31,3,200,200,232,248,120,8,248,192,3,7,7,7,15,15,15,15,224,224,192,128,128,192,192,0,8,208,224,161040 DATA 9,9,1 `160 SETCOLOR 4,2,0:SETCOLOR 2,14,4:SETCOLOR 1,14,6:SETCOLOR 0,14,824,224,192,128,128,192,192,0,8,208,224,161040 DATA 9,9,1$Cs_letter DB 15,255,255,255,255,80 DB 255,255,255,255,255,245 DB 255,255,255,255,255,245 DB 255,255,255,255,255,245 DB 23(}8,238,238,238,238,230 DB 238,238,238,238,238,230 DB 238,238,238,238,238,230 DB 238,238,238,238,238,230 DB 221,221,221,221(},221,215 DB 221,221,221,221,221,215 DB 221,221,112,13,221,215 DB 221,221,112,13,221,215 DB 204,204,128,0,0,0 DB 204,204,(}128,0,0,0 DB 204,204,128,0,0,0 DB 204,204,128,0,0,0 DB 187,187,187,187,187,144 DB 187,187,187,187,187,185 DB 187,187,187(},187,187,185 DB 187,187,187,187,187,185 DB 170,170,170,170,170,170 DB 170,170,170,170,170,170 DB 170,170,170,170,170,170(} DB 10,170,170,170,170,170 DB 0,0,0,9,153,155 DB 0,0,0,9,153,155 DB 0,0,0,9,153,155 DB 0,0,0,9,153,155 DB 136,136,192,8,(}136,140 DB 136,136,192,8,136,140 DB 136,136,136,136,136,140 DB 136,136,136,136,136,140 DB 119,119,119,119,119,126 DB 119(},119,119,119,119,126 DB 119,119,119,119,119,126 DB 119,119,119,119,119,126 DB 102,102,102,102,102,111 DB 102,102,102,102,(}102,111 DB 102,102,102,102,102,111 DB 6,102,102,102,102,240t_letter DB 255,255,255,255,255,246 DB 255,255,255,255,255,2(}46 DB 255,255,255,255,255,246 DB 255,255,255,255,255,246 DB 238,238,238,238,238,231 DB 238,238,238,238,238,231 DB 238,23(}8,238,238,238,231 DB 238,238,238,238,238,231 DB 221,221,221,221,221,216 DB 221,221,221,221,221,216 DB 221,128,221,216,13,(}216 DB 0,0,221,216,0,0 DB 0,0,204,201,0,0 DB 0,0,204,201,0,0 DB 0,0,204,201,0,0 DB 0,0,204,201,0,0 DB 0,0,187,186,0,0 (}DB 0,0,187,186,0,0 DB 0,0,187,186,0,0 DB 0,0,187,186,0,0 DB 0,0,170,171,0,0 DB 0,0,170,171,0,0 DB 0,0,170,171,0,0 DB 0,(}0,170,171,0,0 DB 0,0,153,156,0,0 DB 0,0,153,156,0,0 DB 0,0,153,156,0,0 DB 0,0,153,156,0,0 DB 0,0,136,141,0,0 DB 0,0,136(},141,0,0 DB 0,0,136,141,0,0 DB 0,0,136,141,0,0 DB 0,0,119,126,0,0 DB 0,0,119,126,0,0 DB 0,0,119,126,0,0 DB 0,0,119,126,(}0,0 DB 0,0,102,111,0,0 DB 0,0,102,111,0,0 DB 0,0,102,111,0,0 DB 0,0,102,111,0,0a_letter DB 15,255,255,255,255,96 DB 1(}5,255,255,255,255,96 DB 255,255,255,255,255,246 DB 255,255,255,255,255,246 DB 238,238,238,238,238,231 DB 238,238,238,238,(}238,231 DB 238,238,238,238,238,231 DB 238,238,238,238,238,231 DB 221,221,221,221,221,216 DB 221,221,221,221,221,216 DB 2(}21,221,128,13,221,216 DB 221,221,128,13,221,216 DB 204,204,144,12,204,201 DB 204,204,144,12,204,201 DB 204,204,144,12,204(},201 DB 204,204,144,12,204,201 DB 187,187,160,11,187,186 DB 187,187,160,11,187,186 DB 187,187,160,11,187,186 DB 187,187,(}160,11,187,186 DB 170,170,170,170,170,171 DB 170,170,170,170,170,171 DB 170,170,170,170,170,171 DB 170,170,170,170,170,17(}1 DB 153,153,192,9,153,156 DB 153,153,192,9,153,156 DB 153,153,192,9,153,156 DB 153,153,192,9,153,156 DB 136,136,208,8,1(}36,141 DB 136,136,208,8,136,141 DB 136,136,208,8,136,141 DB 136,136,208,8,136,141 DB 119,119,224,7,119,126 DB 119,119,22(}4,7,119,126 DB 119,119,224,7,119,126 DB 119,119,224,7,119,126 DB 102,102,240,6,102,111 DB 102,102,240,6,102,111 DB 102,1(}02,240,6,102,111 DB 102,102,240,6,102,111r_letter DB 255,255,255,255,255,96 DB 255,255,255,255,255,96 DB 255,255,255,25(}5,255,246 DB 255,255,255,255,255,246 DB 238,238,238,238,238,231 DB 238,238,238,238,238,231 DB 238,238,238,238,238,231 DB(} 238,238,238,238,238,231 DB 221,221,221,221,221,216 DB 221,221,221,221,221,216 DB 221,221,128,13,221,216 DB 221,221,128,1(}3,221,216 DB 204,204,144,12,204,201 DB 204,204,144,12,204,201 DB 204,204,144,12,204,201 DB 204,204,144,12,204,201 DB 187(},187,160,11,187,186 DB 187,187,160,11,187,186 DB 187,187,160,11,187,186 DB 187,187,160,11,187,186 DB 170,170,170,170,170,(}176 DB 170,170,170,170,171,0 DB 170,170,170,170,171,0 DB 170,170,170,170,170,176 DB 153,153,192,9,153,156 DB 153,153,192(},9,153,156 DB 153,153,192,9,153,156 DB 153,153,192,9,153,156 DB 136,136,208,8,136,141 DB 136,136,208,8,136,141 DB 136,13(}6,208,8,136,141 DB 136,136,208,8,136,141 DB 119,119,224,7,119,126 DB 119,119,224,7,119,126 DB 119,119,224,7,119,126 DB 1(}19,119,224,7,119,126 DB 102,102,240,6,102,111 DB 102,102,240,6,102,111 DB 102,102,240,6,102,111 DB 102,102,240,6,102,111(}rid_letters DB 8,136,136,136,136,136 DB 153,153,153,153,153,153 DB 170,170,170,170,170,170 DB 187,187,187,187,187,187 D(}B 192,12,192,0,192,12 DB 208,208,221,13,208,208 DB 224,224,238,14,224,224 DB 240,15,255,15,240,240 DB 240,240,255,15,240,(}240 DB 224,224,238,14,224,224 DB 208,208,221,13,208,208 DB 192,192,192,0,192,12 DB 187,187,187,187,187,187 DB 170,170,17(}0,170,170,170 DB 153,153,153,153,153,153 DB 8,136,136,136,136,136er_letters DB 136,136,136,136,0,0 DB 153,153,153,153,1(}44,0 DB 170,170,170,170,160,0 DB 187,187,187,187,176,0 DB 192,0,192,12,192,0 DB 208,221,208,208,208,0 DB 224,238,224,224(},224,0 DB 240,15,240,15,240,0 DB 240,255,240,240,240,0 DB 224,238,224,224,224,0 DB 208,221,208,208,208,0 DB 192,0,192,19(}2,192,0 DB 187,187,187,187,176,0 DB 170,170,170,170,160,0 DB 153,153,153,153,144,0 DB 136,136,136,136,0,0DB 192,0,192,19(nNhhhhhؠ`ˈ ȱˍ`q˅ːiː DB 136,136,136,136,0,0DB 192,0,192,19,U org $1FFDbegining JMP start include d:chset.src include d:terrain.srctitle_memory = $5000pause_memory = $6800s0}creen_memory = $7400pmbase = $7800play1 = pmbase+$0500play2 = pmbase+$0600play3 = pmbase+$0700starfield = pmbasedispl0}ay_list DB $30,$30,$70,$F0 ; space DB $42 DW viewport DB $42 DW screen_memory DB $02,$02,$02,$02,$02,$02,$020},$02 DB $02,$02,$02,$02,$02 ; horizon DB $44 DW horizon ; landscapescroll_area DB $4F DW te0}rrain_data DB $0F,$0F,$0F,$0F,$0F,$0F,$0F,$0F DB $0F,$0F,$0F,$0F,$0F,$0F,$0F,$0F DB $0F,$0F,$0F,$0F,$0F,$0F,$0F,$0F DB $01}F,$0F,$0F,$0F,$0F,$0F,$00; control panel DB $42 DW control_panel DB $00,$02,$02,$00,$02 DB $41 DW display_list sta1}rt LDA #LOW busted STA $02 LDA #HIGH busted STA $03 LDA #$02 STA $09 LDA #$00 STA $244 STA toggle STA pointer STA 1}$D4 LDA #$01 STA number_of_ships LDA #$03 STA $D20F STA $D01D LDA #LOW kb_int STA $0208 LDA #HIGH kb_int STA $0209 1}LDA #$40 STA $D20E LDA #HIGH pmbase STA $D407 LDA #$80 STA $D40E LDA #$3E STA $D400 JSR clr_pause_display JSR set_1}up_lettersmain_program JSR wait_for_start JSR vb_wait LDA #$00 STA $D400 LDA #LOW display_list STA $D402 LDA #HIGH1} display_list STA $D403 LDA #LOW dli STA $200 LDA #HIGH dli STA $201 LDA #$DE STA $D013 LDA #$3C STA $D014 LDA #$1}8C STA $D015 JSR pm_init LDX #$04loop1 LDA colours,X STA $D016,X DEX BPL loop1 JSR clr_screen LDA #$00 STA rele1}ased STA chr_offset STA $D208 LDX #$02horiz_init STA p1x,X DEX BPL horiz_init LDA #$FF STA left_frame STA right_fr1}ame STA shakin STA tons LDA #$78 STA x_cursor STA y_cursor LDA #$10 STA shields+$01 STA shields+$02 L1 }DX #$04loop70 STA score,X DEX BPL loop70 LDA #$11 STA shields LDA #$04 STA llength JSR vb_wait LDA #$3E STA $D41 }00set_level LDA number_of_ships STA alive_ships JSR init_fleet JSR vb_wasteloop3 JSR vb_wait JSR handle_ship 1 }JSR move_missiles JSR vb_waste JSR vb_wait JSR move_land JSR move_cursor JSR fade_em JSR vb_waste JSR vb_wai1 }t JSR move_missiles JSR effects JSR play_keys JSR vb_waste JSR vb_wait JSR move_land JSR move_cursor JSR fade1 }_em JSR vb_waste LDA alive_ships BNE loop3 JSR vb_wait JSR up_wave LDA number_of_ships CMP #$FF BEQ set_level CL1}C ADC #$01 STA number_of_ships BNE set_levelcolours DB $00,$0C,$00,$46,$00llength DB $00lcol_1 DB $44lcol_2 D1}B $4Aup_wave LDX #$01wave_loop LDA wave,X CLC ADC #$01 CMP #$1A BEQ next_wave_digit STA wave,X RTSnext_wave_digit1} LDA #$10 STA wave,X DEX BPL wave_loop RTSinit_fleet LDX #$00init1loop JSR init_ship INX CPX number_of_ships BN1}E init1loop RTSvb_wait LDA $D40B BNE vb_wait RTSvb_waste LDA $D40B BEQ vb_waste RTS move_lan1}d LDX llength INX CPX #$05 BNE set_llength LDA lcol_1 PHA LDA lcol_2 STA lcol_1 PLA STA lcol_2 LDX #$01set_llengt1}h STX llength RTSdli PHA TXA PHA TYA PHA LDX #$8B loop6 STX $D40A STX $D018 DEX CPX #$83 BNE loop6 LDA #$1}41 LDX #HIGH character_set STA $D40A STA $D01B STX $D409 LDA starfield+$6F PHA LDX #$6Eloop41} LDA starfield,X STA $D40A STA $D004 STA starfield+$01,X STX $D012 DEX BNE loop4 PLA STA starfield+$01 LDA #$00 ST1}A $D40A STA $D004 LDA #$01 STA $D40A STA $D01B LDX #$08loop8 STX $D40A DEX BNE loop8 LDA lcol_1 LDY l1}col_2 STA $D017 STY $D018 LDX llengthlloop_1 STX $D40A DEX BNE lloop_1 STA $D018 STY $D017 LDX #$05lloop_2 STX $D1}40A DEX BNE lloop_2 STA $D017 STY $D018 LDX #$06lloop_3 STX $D40A DEX BNE lloop_3 STA $D018 STY $D017 LDX #$07ll1}oop_4 STX $D40A DEX BNE lloop_4 STA $D017 STY $D018 LDX #$08lloop_5 STX $D40A DEX BNE lloop_5 LDX llength CPX #$1}04 BEQ lskip_1 STA $D018 STY $D017lloop_6 STX $D40A INX CPX #$04 BNE lloop_6lskip_1 LDA #$0C STA $D40A STA $D0171} LDX #$8B LDA #$E0 STA $D40A STX $D018 STA $D409 DEXloop7 STX $D40A STX $D018 DEX CPX #$83 BNE loop7 LDA #$00 1}STA $D40A STA $D017 LDX #$CBloop9 STX $D40A STX $D018 STX $D40A DEX CPX #$C3 BNE loop9 LDA #$0C STA $D40A STA $1}D017 LDX #$8Bloop11 STX $D40A STX $D018 DEX CPX #$83 BNE loop11 PLA TAY PLA TAX PLA RTI viewport DB 1}0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 DB 214,246,233,229,247 DB 240,239,242,244,194 DB 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0control_pa1}nel DB 0,0,0,0,0,0,0,0,0,0,0,0 DB 214,227,239,238,244,242,239,236 DB 128,240,225,238,229,236,194 DB 01 },0,0,0,0,0,0,0,0,0,0,0,0 DB 0,0,0,0,0,0,0 DB 51,'core',0,0,0,0,0 DB 51,'hields',0,0,0,0,0 DB 55,'ave' DB 0,0,0,0,0,0,01!} DB 0,0,0,0,0,0,0 DB 16,16,16,16,16,0,0,0,0,0 DB 0,17,16,16,0,5,0,0,0,0,0,0 DB 0,16,17,0 DB 0,0,0,0,0,0,0 DB 0,0,0,0,01"},0,0,0,0 DB 48,'rogrammed',0,34,'y',0 DB 48,'aul',0,44,'ay' DB 0,0,0,0,0,0,0,0,0score = control_panel+87shields = contr1#}ol_panel+98wave = control_panel+110evaluate_address; take the coordinates x,y in $F0,$F1; and return the screen addres1$}s in; $CC,$CD TXA PHA; first evaluate 40*y LDA #$00 STA $CD LDA $F1 ASL A ; 2*y ROL $CD ASL A ; 4*y 1%}ROL $CD ASL A ; 8*y ROL $CD STA $CE ; save 8*y LDX $CD STX $CF ASL A ; 16*y ROL $CD ASL A ; 32*y ROL $1&}CD CLC ; add 32*y and 8*y ADC $CE STA $CC LDA $CD ADC $CF STA $CD; now add in x LDA $CC C1'}LC ADC $F0 STA $CC BCC skip2 INC $CDskip2; and add screen memory LDA $CC CLC ADC #LOW screen_memory STA $CC LDA1(} $CD ADC #HIGH screen_memory STA $CD PLA TAX; and return RTSdraw_big_ship; draw a big space ship at; coordinat1)}es x,y specified in $F0,; $F1 JSR evaluate_address LDA #$09 CLC ADC chr_offset LDY #$05loop20 STA ($CC),Y SE1*}C SBC #$01 DEY BPL loop20 LDA #$0F CLC ADC chr_offset LDY #$2Dloop21 STA ($CC),Y SEC SBC #$01 DEY CPY #$21+}7 BNE loop21 RTSdraw_medium_ship; draw a medium space ship at; coordinates x,y specified in $F0,; $F1 JSR evaluat1,}e_address LDA #$13 CLC ADC chr_offset LDY #$03loop22 STA ($CC),Y SEC SBC #$01 DEY BPL loop22 LDA #$17 CLC1-} ADC chr_offset LDY #$2Bloop23 STA ($CC),Y SEC SBC #$01 DEY CPY #$27 BNE loop23 RTSdraw_small_ship; draw1.} a small space ship at; coordinates x,y specified in $F0,; $F1 JSR evaluate_address LDA #$1A CLC ADC chr_offset LDY 1/}#$02loop24 STA ($CC),Y SEC SBC #$01 DEY BPL loop24 RTSerase_big_ship LDA #$00over_big_write PHA JSR evaluate10}_address PLA LDY #$05loop30 STA ($CC),Y DEY BPL loop30 LDY #$2Dloop31 STA ($CC),Y DEY CPY #$27 BNE loop31 RTS11}erase_middle_ship LDA #$00over_middle_write PHA JSR evaluate_address PLA LDY #$03loop32 STA ($CC),Y DEY BPL loop312}2 LDY #$2Bloop33 STA ($CC),Y DEY CPY #$27 BNE loop33 RTS erase_small_ship LDA #$00over_small_write PHA JSR eva13}luate_address PLA LDY #$02loop34 STA ($CC),Y DEY BPL loop34 RTSinit_ship LDA $D20A AND #$3F CMP #$23 BPL init_s14}hip STA ship_x,X LDA #$0E STA ship_y,X LDA #$FF STA ship_direction,X LDA #$20 STA ship_stage,X LDA $D20A AND #$7F S15}TA ship_counter,X RTSwipe_ship BNE test1 JMP erase_small_shiptest1 CMP #$01 BNE test2 JMP erase_medium_shiptest2 16}JMP erase_big_shipdraw_ship BNE test3 JMP draw_small_shiptest3 CMP #$01 BNE test4 JMP draw_medium_shiptest4 JMP dr17}aw_big_shiphandle_ship LDX #$00 STX wingsmain_loop LDA ship_stage,X CMP #$03 BMI move_ship AND #$10 BNE dying 18} LDA ship_stage,X AND #$20 BEQ next_ship DEC ship_counter,X BNE next_ship LDA #$00 STA ship_stage,X LDA #$09 19}STA ship_counter,Xnext_ship INX CPX number_of_ships BNE main_loop RTSdying DEC ship_counter,X BMI dead LDA #1:}$17 STA chr_offset LDA ship_x,X STA $F0 LDA ship_y,X STA $F1 LDA ship_stage,X AND #$03 JSR draw_ship LDA #$00 STA c1;}hr_offset JMP next_shipdead LDA ship_x,X STA $F0 LDA ship_y,X STA $F1 LDA ship_stage,X AND #$03 JSR wipe_ship LDA 1<}#$03 STA ship_stage,X DEC alive_ships JMP next_shipmove_ship LDA ship_x,X STA $F0 LDA ship_y,X STA $F1 LDA ship_st1=}age,X JSR wipe_ship DEC ship_counter,X BNE skip10 LDA #$09 STA ship_counter,X INC ship_stage,X LDA ship_stage,X CMP1>} #$03 BMI skip10 JSR down_shields LDA #$04 STA shakin JSR init_ship JMP next_ship skip10 LDA ship_y,X1?} CLC ADC ship_direction,X STA ship_y,X STA $F1 STA wings BNE skip11 LDA #$01 STA ship_direction,Xskip11 LDA $D20A 1@}CMP #$19 BCS skip12 LDA ship_x,X BEQ draw_it DEC ship_x,X BPL draw_itskip12 LDA $D20A CMP #$19 BCS draw_it LDA shi1A}p_x,X CMP #$22 BEQ draw_it INC ship_x,Xdraw_it LDA ship_x,X STA $F0 LDA ship_stage,X JSR draw_ship JMP next_ship1B}move_cursor LDA $D010 BNE no_fire LDA released BEQ proceed LDA #$00 STA releasedtry_left LDA left_frame BPL try_r1C}ight JMP fire_left_missiletry_right LDA right_frame BPL proceed JMP fire_right_missileno_fire STA releasedproceed1D} LDY #$0F LDX y_cursor LDA #$00loop50 STA play1,X INX DEY BPL loop50 LDA $D300 AND #$0F STA $CC LDX toggle BEQ1E} try0 LDX #$00 STX $EF LSR A ROL $EF LSR A ROL $EF LDA $CC AND #$FC ORA $EF STA $CC try0 LSR $CC BCS t1F}ry1 LDA y_cursor SEC SBC #$08 STA y_cursortry1 LSR $CC BCS try2 LDA y_cursor CLC ADC #$08 STA y_cursortry2 LSR1G} $CC BCS try3 LDA x_cursor SEC SBC #$08 STA x_cursortry3 LSR $CC BCS check1 LDA x_cursor CLC ADC #$08 STA x_curs1H}orcheck1 LDA x_cursor CMP #$30 BCS check2 LDA #$30 STA x_cursor BPL check3check2 CMP #$C9 BCC check3 LDA #$C8 S1I}TA x_cursorcheck3 LDA y_cursor CMP #$28 BCS check4 LDA #$28 STA y_cursor BPL draw_cursorcheck4 CMP #$B1 BCC draw_1J}cursor LDA #$B0 STA y_cursor draw_cursor LDY #$0F LDX y_cursorloop51 LDA cross_hair,Y STA play1,X INX DEY BPL loo1K}p51 LDA x_cursor STA $D001 STA p1x RTScross_hair DB 0,84,146,146,16,16,16,238 DB 238,16,16,16,146,146,84,0x_curs1L}or = $F2y_cursor = $F3fire_left_missile LDA x_cursor SEC SBC #$30 LSR A LSR A LSR A STA left_x_inc LDA #$B0 SEC1M} SBC y_cursor LSR A LSR A LSR A STA left_y_decset_left_fire LDA #$08 STA left_frame LDA #$30 STA x_left LDA #$B01N} STA y_left LDA #$04 STA tons JMP draw_left_missilemove_left_missile LDA left_frame BPL left_is_live RTSleft_is_li1O}ve LDY #$0F LDX y_left LDA #$00loop60 STA play2,X INX DEY BPL loop60 LDA x_left CLC ADC left_x_inc STA x_left 1P}LDA y_left SEC SBC left_y_dec STA y_left DEC left_frame BMI left_burned_outdraw_left_missile LDY #$0F LDX y_leftl1Q}oop61 LDA photon,Y AND $D20A STA play2,X INX DEY BPL loop61 LDA x_left STA $D002 STA p2xleft_burned_out RTSle1R}ft_frame = $F4left_x_inc = $F5left_y_dec = $F6x_left = $F7y_left = $F8fire_right_missile LDA #$C8 SEC SBC x_cursor1S} LSR A LSR A LSR A STA right_x_dec LDA #$B0 SEC SBC y_cursor LSR A LSR A LSR A STA right_y_dec LDA #$08 STA rig1T}ht_frame LDA #$C8 STA x_right LDA #$B0 STA y_right LDA #$04 STA tons JMP draw_right_missilemove_right_missile LDA 1U}right_frame BPL right_is_live RTSright_is_live LDY #$0F LDX y_right LDA #$00loop62 STA play3,X INX DEY BPL loop621V} LDA x_right SEC SBC right_x_dec STA x_right LDA y_right SEC SBC right_y_dec STA y_right DEC right_frame BMI rig1W}ht_burned_out draw_right_missile LDY #$0F LDX y_rightloop63 LDA photon,Y AND $D20A STA play3,X INX DEY BPL l1X}oop63 LDA x_right STA $D003 STA p3xright_burned_out RTS right_frame = $F9right_x_dec = $FAright_y_dec = $FBx_r1Y}ight = $FCy_right = $FDreleased = $FE photon DB 24,60,126,126,126,255,255,255 DB 255,255,255,126,126,126,61Z}0,24move_missiles JSR test_left_missile JSR test_right_missile JSR move_left_missile JMP move_right_missilecheck_mi1[}ssile_hit SEC SBC #$28 LSR A LSR A LSR A STA y_missile LDA x_missile SEC SBC #$30 LSR A LSR A SEC SBC ship_x,1\}X CLC ADC #$01 BMI no_hit PHA LDA ship_stage,X TAY PLA CMP x_ranges,Y BPL no_hit LDA y_missile S1]}EC SBC ship_y,X CLC ADC #$01 BMI no_hit CMP y_ranges,Y BPL no_hita_hit LDA #$08 STA hitz SEC RTSno_hit CLC R1^}TSx_ranges DB $03,$04,$06y_ranges DB $01,$02,$02x_missile = $E0y_missile = $E1test_left_missile LDA left_frame 1_}BEQ left1test RTSleft1test LDX #$00left1loop LDA ship_stage,X CMP #$03 BMI left2testleft1next INX CPX number_of_1`}ships BNE left1loop RTS left2test LDA x_left STA x_missile LDA y_left JSR check_missile_hit BCC left_missleft_h1a}it JSR up_shields JSR up_score LDA ship_stage,X ORA #$10 STA ship_stage,X LDA #$08 STA ship_counter,X RTSleft_miss1b} JMP left1nexttest_right_missile LDA right_frame BEQ right1test RTSright1test LDX #$00r1loop LDA ship_stage,X C1c}MP #$03 BMI right2testr1next INX CPX number_of_ships BNE r1loop RTSright2test LDA x_right STA x_missile LDA y_rig1d}ht JSR check_missile_hit BCC right_missright_hit JSR up_shields JSR up_score LDA ship_stage,X ORA #$10 STA ship_stag1e}e,X LDA #$08 STA ship_counter,X RTS right_miss JMP r1nextchr_offset = $FFfade_em LDX #$00fade_loop LDA $D20A1f} AND #$03 TAY LDA character_set+$0020,X AND mask,Y STA character_set+$00D8,X INX CPX #$B6 BNE fade_loop RTSmask 1g}DB $00,$0F,$F0,$FFnumber_of_ships = $E2alive_ships = $E3up_shields LDA shields CMP #$11 BEQ done1 LDA number_of_1q}B%DOS SYSB*)DUP SYSB'SBOOTCAMPBASB zCHSET SRCB8COLORSETBASBGDW1 LSTBGDW2 LSTB GDW3 LSTBGDW4 LSTBGDW5 LSTB(LETTERS SRCBPARSER OBJBxPROG SRCBj|PROG2 SRCB>STARRIDEOBJB&$TERRAIN SRCB>JTRIAL ACTBDTRIAL OBJBVNTEDIT BASVOCAB DATships SEC SBC #$01 AND #$F8 LSR A LSR A LSR A CMP #$04 BMI found_boost LDA #$03found_boost TAY LDA lo_boosts,Y 1r}STA lo_add LDA hi_boosts,Y STA hi_add LDA shields+$02 CLC ADC lo_add CMP #$1A BMI skip80 INC hi_add SEC SBC #$0A1s}skip80 STA shields+$02 LDA shields+$01 CLC ADC hi_add CMP #$1A BMI skip81 LDA #$11 STA shields LDA #$1t}10 STA shields+$01 STA shields+$02done1 RTSskip81 STA shields+$01 RTSlo_add = $E4hi_add = $E5lo_boosts DB $02,1u}$05,$00,$00hi_boosts DB $00,$00,$01,$02up_score LDY #$04 LDA score,Y CLC ADC #$05 CMP #$1A BMI done3loop83 SEC1v} SBC #$0A STA score,Y DEY BMI overflow LDA score,Y CLC ADC #$01 CMP #$1A BPL loop83done3 STA score,Y RTSover1w}flow RTSdown_shields LDY #$02 LDA shields,Y SEC SBC #$04 CMP #$10 BPL done2loop82 CLC ADC #$0A STA shields,Y1x} DEY BMI no_shields LDA shields,Y SEC SBC #$01 CMP #$10 BMI loop82done2 STA shields,Y RTSno_shields LDA #$10 1y}STA shields STA shields+$01 STA shields+$02game_over JSR time_to_die JSR off_sound LDX #$03 LDA #$00off_saves STA f1z}reqs,X STA dists,X DEX BPL off_saves LDX #$00 TXS JMP main_program include d:prog2.srcship_xship_y = ship_x+$011{}00ship_direction = ship_y+$0100ship_stage = ship_direction+$0100ship_counter = ship_stage+$0100 end begining _x+$010weffects LDX shakin BMI no_shakin LDA shake_lines,X STA display_list LDA shake_freq,X STA $D200 STA freq1 LDA shake_d5}}ist,X STA $D201 STA dist1 DEC shakinno_shakin LDA wings STA $D202 STA freq2 STA $D203 STA dist2 LDX tons BMI no_5~}tons LDA pho_freq,X STA $D204 STA freq3 LDA pho_dist,X STA $D205 STA dist3 DEC tonsno_tons LDX hitz BMI no_hitz5} LDA hit_freq,X STA $D206 STA freq4 LDA hit_dist,X STA $D207 STA dist4 DEC hitzno_hitz RTSshakin = $E6wings = $E5}7tons = $E8hitz = $E9shake_lines DB $30,$20,$40,$10,$50shake_freq DB $00,$80,$B0,$D0,$E0shake_dist DB $00,$82,$845},$86,$88pho_freq DB 0,160,140,120,48pho_dist DB 0,$8A,$8C,$8E,$C6hit_freq DB 0,240,230,220,210,200,190,180 DB 1705}hit_dist DB $00,$88,$8A,$8C,$8C,$8E,$8E,$8E DB $8Cfreqsfreq1 DB 0freq2 DB 0freq3 DB 0freq4 DB 0distsdist15} DB 0dist2 DB 0dist3 DB 0dist4 DB 0kb_int LDA $D209 STA the_key PLA RTIthe_key = $EAwait_for_start JSR se5}t_hi_up JSR try_hi_scorekey_reset LDA #$FF STA the_keypress_wait LDA $D01F CMP #$06 ; start ? BNE try_a_key LDX 5}#$00 BEQ go_leveltry_a_key LDA the_key CMP #$2D ; toggle ? BNE no_toggle LDA toggle EOR #$FF STA toggle JMP key_re5}setno_toggle CMP #$12 ; continue ? BEQ go_there LDX #$05key_loop CMP lvl_keys,X ; level ? BEQ go_level DEX BNE key5}_loop JMP press_waitgo_level LDA lvl_number,X STA number_of_ships LDA lvl_lo,X STA wave+$01 LDA lvl_hi,X STA waveg5}o_there LDA #$FF STA the_key JMP off_soundtoggle = $EBpointer = $EClvl_keys DB $FF,$1F,$1E,$1A,$18,$1Dlvl_number 5}DB 1,10,20,30,40,50lvl_lo DB $11,$10,$10,$10,$10,$10lvl_hi DB $10,$11,$12,$13,$14,$15 play_keys LDA the_key CMP #$5}1C BNE no_esc JMP game_overno_esc CMP #$2D BNE dont_toggle LDA toggle EOR #$FF STA toggle LDA #$FF STA the_key 5}RTSdont_toggle CMP #$21 BNE no_space JSR off_sound JSR vb_wait LDA #LOW dl_pause STA $D402 LDA #HIGH dl_pause 5}STA $D403 LDA #$40 STA $D01B LDA #$E0 STA $D01A LDX #$02 LDA #$00pm_erase STA $D001,X DEX BPL pm_erase LDA #$FF S5}TA the_key LDA #$05 STA $D208 LDA #$A6 STA $D201 STA $D205 LDA #$80 STA $D200 LDA #$40 STA $D204pause_loop J5}SR wiggle LDA the_key CMP #$21 BNE pause_loop JSR vb_wait LDA #LOW display_list STA $D402 LDA #HIGH display_list STA5} $D403 LDA #$01 STA $D01B LDA #$00 STA $D01A LDX #$02pm_draw LDA p1x,X STA $D001,X DEX BPL pm_draw LDA #$FF STA t5}he_key LDA #$00 STA $D208 JSR on_soundno_space RTS p1x = $D0p2x = $D1p3x = $D2off_sound LDX #$07 LD5}A #$00off_loop STA $D200,X DEX BPL off_loop RTSon_sound LDX #$03 LDY #$06on_loop LDA freqs,X STA $D200,Y LDA di5}sts,X STA $D201,Y DEX DEY DEY BPL on_loop RTSclr_screen LDA #LOW screen_memory STA $DE LDA #HIGH screen_m5}emory STA $DF LDX #$04 JMP rub_memoryclr_pause_display LDA #LOW pause_memory STA $DE LDA #HIGH pause_memory STA $DF5} LDX #$08 JMP rub_memorydl_pause DB $70,$70,$70 DB $4F DW pause_memory DB $0F,$0F,$0F,$0F,$0F,$0F,$0F,$0F DB $0F,$05}F,$0F,$0F,$0F,$0F,$0F,$0F DB $0F,$0F,$0F,$0F,$0F,$0F,$0F,$0F DB $0F,$0F,$0F,$0F,$0F,$0F,$0F,$0F DB $0F,$0F,$0F,$0F,$0F,$0F5},$0F,$0F DB $0F,$0F,$0F,$0F,$0F,$0F,$0F,$0F DB $0F,$0F DB $41 DW dl_pausewiggle JSR vb_wait LDX #$0Dwig1 LDA pos_5}lo,X STA $ED LDA pos_hi,X STA $EE LDA chars_lo,X STA wig2+$01 LDA chars_hi,X STA wig2+$02 TXA PHA LDX #$00 LDY #5}$00wig2 LDA $FFFF,X STA ($ED),Y LDA $ED CLC ADC #$28 STA $ED BCC skip90 INC $EEskip90 INX CPX #$18 BNE wig2 5}PLA TAX DEX BPL wig1 LDX #$0D wig3 LDA updates-$01,X STA updates,X DEX BNE wig3 LDX pointer CPX #$30 BNE cont_5}sequence LDX #$00 STX pointercont_sequence LDA sequence,X STA updates INC pointer LDX #$0Dwig4 LDA updates,X BMI5} going_downgoing_up LDA pos_lo,X CLC ADC updates,X STA pos_lo,X BCC lets_resume INC pos_hi,X BNE lets_resumegoing_5}down LDA pos_lo,X CLC ADC updates,X STA pos_lo,X BCS lets_resume DEC pos_hi,Xlets_resume DEX BPL wig4 RTSupdat5}es DB 0,0,0,0,0,0,0,0,0,0,0,0,0,0pos_lo DB $3D,$3E,$3F,$40,$41,$42,$43,$44 DB $45,$46,$47,$48,$49,$4Apos_hi DB $6A,$65}A,$6A,$6A,$6A,$6A,$6A,$6A DB $6A,$6A,$6A,$6A,$6A,$6Au1 = $28u2 = $50u3 = $78d1 = $D8d2 = $B0d3 = $88sequence DB 0,5}0,0 DB u1,u1,u1,u1,d1,d1,d1,d1 DB 0,0 DB u1,u1,u1,u2,u2,u3 DB d3,d2,d2,d1,d1,d1 DB 0,0,0 DB u1,u2,u3,d3,d2,d1 DB 0,0 5}DB u1,u1,u1,u1,u1,u1,d3,d2,d1 DB 0,0,0 chars_lo DB LOW char1,LOW char2,LOW char3 DB LOW char45},LOW char5,LOW char6 DB LOW char7,LOW char8,LOW char9 DB LOW char10,LOW char11 DB LOW char12,LOW char13 DB LOW char14ch5}ars_hi DB HIGH char1,HIGH char2,HIGH char3 DB HIGH char4,HIGH char5,HIGH char6 DB HIGH char7,HIGH char8,HIGH char9 DB HIG5}H char10,HIGH char11 DB HIGH char12,HIGH char13 DB HIGH char14char1 DB 0,0,0,0 DB 136,153,170,187,204,221,238,255 DB 25}55,238,221,204,187,170,153,0 DB 0,0,0,0char2 DB 0,0,0,0 DB 136,153,170,187,0,13,14,0 DB 15,14,13,12,187,170,153,0 DB 05},0,0,0char3 DB 0,0,0,0 DB 136,153,170,187,204,13,14,255 DB 255,238,221,204,187,170,153,0 DB 0,0,0,0char4 DB 0,0,0,05} DB 136,153,170,187,192,13,14,0 DB 15,14,13,12,187,170,153,0 DB 0,0,0,0char5 DB 0,0,0,0 DB 136,153,170,187,204,13,14,155} DB 15,14,13,12,187,170,153,0 DB 0,0,0,0char6 DB 0,0,0,0 DB 136,153,170,187,12,13,14,15 DB 15,14,13,0,187,170,153,0 D5}B 0,0,0,0char7 DB 0,0,0,0 DB 136,153,170,187,12,13,14,15 DB 15,14,13,12,187,170,153,0 DB 0,0,0,0char8 DB 0,0,0,0 DB5} 136,153,170,187,0,13,14,0 DB 255,238,221,0,187,170,153,0 DB 0,0,0,0char9 DB 0,0,0,0 DB 136,153,170,187,12,221,238,15 5}DB 15,14,13,12,187,170,153,0 DB 0,0,0,0char10 DB 0,0,0,0 DB 136,153,170,187,0,13,14,0 DB 15,14,13,0,187,170,153,0 DB 05},0,0,0char11 DB 0,0,0,0 DB 136,153,170,187,12,221,238,255 DB 255,238,221,12,187,170,153,0 DB 0,0,0,0char12 DB 0,0,0,5}0 DB 136,153,170,187,0,13,14,15 DB 15,14,13,0,187,170,153,0 DB 0,0,0,0char13 DB 0,0,0,0 DB 136,153,170,187,204,13,14,15}5 DB 15,14,13,204,187,170,153,0 DB 0,0,0,0char14 DB 0,0,0,0 DB 136,153,170,187,204,221,238,255 DB 255,238,221,204,187,5}170,153,0 DB 0,0,0,0 set_up_letters LDA #LOW title_memory STA $DE LDA #HIGH title_memory STA $DF5} LDX #$0B JSR rub_memory LDX #$05here LDA lo_letters,X STA $DC LDA hi_letters,X STA $DD LDA lo_goes,X STA $DE LDA5} hi_goes,X STA $DF TXA PHA CMP #$04 BMI skip96 LDX #$0F BPL loop99skip96 LDX #$27loop99 LDY #$05get15} LDA ($DC),Y STA ($DE),Y DEY BPL get1 LDA $DC CLC ADC #$06 STA $DC BCC skip97 INC $DDskip97 LDA $DE CLC ADC 5}#$28 STA $DE BCC skip95 INC $DFskip95 DEX BPL loop99 PLA TAX DEX BPL here RTSlo_letters DB LOW s_letter DB 5}LOW t_letter DB LOW a_letter DB LOW r_letter DB LOW rid_letters DB LOW er_lettershi_letters DB HIGH s_letter DB HIGH 5}t_letter DB HIGH a_letter DB HIGH r_letter DB HIGH rid_letters DB HIGH er_letters lo_goes DB $58,$0E,$14,$6A,$17,$1D5}hi_goes DB $50,$50,$50,$50,$57,$57set_hi_up JSR off_sound JSR vb_wait LDA #LOW hi_dlist STA $D402 LDA #HIGH hi_dlist5} STA $D403 LDA #LOW hi_dli STA $0200 LDA #HIGH hi_dli STA $0201 LDA #$D0 STA $D018 LDA #$8C STA $D019 LDA #$05 STA5} $D208 LDA #$AA STA $D201 STA $D203 LDA #$A6 STA $D205 STA $D207 LDA #$00 STA decay LDA #$27 STA note LDA #$01 ST5}A left_to_right JSR pm_init LDA #$00 STA left_to_right RTShi_dlist DB $70,$70,$F0 DB $4F DW title_memory DB $0F,$0F5},$0F,$0F,$0F,$0F,$0F,$0F DB $0F,$0F,$0F,$0F,$0F,$0F,$0F,$0F DB $0F,$0F,$0F,$0F,$0F,$0F,$0F,$0F DB $0F,$0F,$0F,$0F,$0F,$0F,5}$0F,$0F DB $0F,$0F,$0F,$0F,$0F,$0F,$0F,$0F DB $0F,$0F,$0F,$0F,$0F,$0F,$0F,$0F DB $0F,$0F,$0F,$0F,$0F,$0F,$0F,$0F DB $0F,$5}0F,$0F,$0F DB $70 DB $42 DW scores_memory DB $70,$06,$70,$06,$70,$06 DB $70,$06,$70,$06,$70 DB $02 DB $41 DW hi_dlist5}scores_memory DB 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 DB 40,41,39,40,0 DB 51,35,47,50,37,51 DB 0,0,0,0,0,0,0,0,0,0,0,0,0,0h5}i_line DB 0,0,0 DB 97,110,97,108,111,103,0,0,0 DB 16,17,16,16,16 DB 0,0,0hi_start = hi_line+12 DB 0,0,0 DB 97,110,97,5}108,111,103,0,0,0 DB 16,16,21,16,16 DB 0,0,0 DB 0,0,0 DB 97,110,97,108,111,103,0,0,0 DB 16,16,18,21,16 DB 0,0,0 DB 05},0,0 DB 97,110,97,108,111,103,0,0,0 DB 16,16,17,16,16 DB 0,0,0 DB 0,0,0 DB 97,110,97,108,111,103,0,0,0 DB 16,16,16,21,5}16 DB 0,0,0 DB 0,0,0,0,0,0,0,0,0 DB 48,'rogrammed',0,34,'y',0 DB 48,'aul',0,44,'ay' DB 0,0,0,0,05},0,0,0,0hi_dli PHA TXA PHA LDX #$E0 LDA #$41 STA $D40A STX $D01A STA $D01B LDX #$3Cdli8loop LDA starfield,X5} STA $D40A STA $D004 STX $D012 DEC starfield,X TXA LSR A BCC dli98skip DEC starfield,Xdli98skip DEX BNE dli8loop 5}STX $D40A STX $D01A LDA #$01 STA $D01B LDX #$6Ddli9loop TXA ASL A STA $D40A STA $D017 CLC ADC #$40 STA $D016 L5}DA starfield+$3C,X STA $D004 STX $D012 DEC starfield+$3C,X TXA LSR A BCC dli99skip DEC starfield+$3C,Xdli99skip DEX5} BNE dli9loop STX $D004 DEC decay BPL decayin LDX note CPX #$28 BNE ok_note LDX #$00ok_note LDA pitch,X ST5}A $D200 CLC ADC #$01 STA $D202 LSR A STA $D204 CLC ADC #$01 STA $D206 INX STX note LDA #$07 STA decaydecayin 5}PLA TAX PLA RTI decay = $DBnote = $DCpitch DB 72,110,74,111,72,110,74,111 DB 64,126,66,127,64,126,66,127 DB 725},110,74,111,72,110,74,111 DB 64,126,66,127,64,126,66,127 DB 64,74,84,94,62,72,82,92rub_memory LDY #$00 TYArub_loop S5}TA ($DE),Y INY BNE rub_loop INC $DF DEX BNE rub_loop RTSpm_init LDA #LOW play1 STA $DE LDA #HIGH play1 STA $DF 5}LDX #$03 JSR rub_memory LDX #$00loop5 LDA $D20A LDY left_to_right BNE is_skip CMP #$2F BCC loop5 CMP #$CF BCS loop5}5 is_skip STA starfield,X LDA #$01 STA pmbase+$0300,X INX BNE loop5 RTS left_to_right DB $00time_to_die LDA 5}#$C8 STA $D3loop88 STA $D40A LDA $D20A AND #$70 STA display_list LDY #$40exploding LDX #$03blowing LDA $D20A ST5}A $D004,X STA $D012,X DEX BPL blowing STA $D00C STA $D011 AND #$07 TAX LDA $D20A AND #$EF STA $D200,X DEY BNE exp5}loding DEC $D3 BNE loop88 LDA #$30 STA display_list LDA #$00 STA $D00C RTStry_hi_score LDA $D4 BEQ first_game 5}LDA #LOW hi_start STA $D5 LDA #HIGH hi_start STA $D6 LDX #$00hs1loop LDY #$00hs2loop LDA ($D5),Y CMP score,Y BC5}C a_new_hi BNE hs1skip INY CPY #$05 BNE hs2loophs1skip LDA $D5 CLC ADC #$14 STA $D5 BCC hs2skip INC $D6hs2skip5} INX CPX #$05 BNE hs1loop RTSa_new_hi JMP add_high_scorefirst_game INC $D4 RTSadd_high_score STX $D9 LDA #LOW5} [hi_line+60] STA $D5 LDA #HIGH [hi_line+60] STA $D6 LDA #$04 SEC SBC $D9 TAXah1loop BEQ ah1skip LDA $D5 CLC AD5}C #$14 STA $D7 LDA $D6 ADC #$00 STA $D8 LDY #$13ah2loop LDA ($D5),Y STA ($D7),Y DEY BPL ah2loop LDA $D5 SEC S5}BC #$14 STA $D5 BCS ah2skip DEC $D6ah2skip DEX BPL ah1loopah1skip LDA #LOW [hi_line+$03] STA $D5 LDA #HIGH [hi_li5}ne+$04] STA $D6 LDA $D9 ASL A ASL A PHA CLC ADC $D5 STA $D5 BCC ah3skip INC $D6ah3skip PLA ASL A ASL A CLC A5}DC $D5 STA $D5 BCC ah4skip INC $D6ah4skip LDY #$07ah3loop LDA name_buffer,Y TAX LDA name_characters,X STA ($D5),Y5} DEY BPL ah3loop LDA $D5 CLC ADC #$09 STA $D7 LDA $D6 ADC #$00 STA $D8 LDY #$04ah4loop LDA score,Y STA ($D7),5}Y DEY BPL ah4loop LDY #$00en1loop JSR delay LDA #$FF STA ($D5),Y JSR delay LDA name_buffer,Y TAX LDA name_ch5}aracters,X STA ($D5),Y LDA $D010 BEQ en5skip LDA $D300 AND #$0F CMP #$07 BNE en1skip INY CPY #$08 BMI en1loop5} LDY #$00 BPL en1loopen1skip CMP #$0B BNE en2skip DEY BPL en1loop LDY #$07 BPL en1loopen2skip CMP #$0D BNE en3s5}kip LDA name_buffer,Y SEC SBC #$01 BPL en4skip LDA #$24 BPL en4skipen3skip CMP #$0E BNE en1loop LDA name_buffer,5}Y CLC ADC #$01 CMP #$25 BMI en4skip LDA #$00en4skip STA name_buffer,Y JMP en1loopen5skip LDA $D010 BEQ en5skip 5}RTSdelay JSR vb_wait JSR vb_waste JSR vb_wait JSR vb_waste JSR vb_wait JMP vb_wastename_characters DB 0a_char 5}SET 97 ECHO 26 DB a_chara_char SET a_char+$01 ENDMa_char SET 80 ECHO 10 DB a_chara_char SET a_char+$01 ENDMnam5}e_buffer DB 0,0,0,0,0,0,0,0busted LDA #$00 STA $D400 STA $D20E STA $D40E STA $D208 LDA #$03 STA $D20F LDA #LOW b5}lister STA $D402 LDA #HIGH blister STA $D403 LDA #HIGH pmbase STA $D409 LDA #$0C STA $D017 LDA #$00 STA $D018 LDA 5}#$23 STA $D400 LDA #$0E STA $D201 STA $D203 LDX #$01 STX $D200 INX STX $D202bl1loop LDX #$7Fbl2loop LDA $D20A 5}STA pmbase,X DEX BPL bl2loop BMI bl1loopblister ECHO 14 DB $42 DW bline DB $02 ENDM DB $42 DW bline DB $415} DW blister bline DB 0,1,2,3,4,5,6,7 DB 8,9,10,11,12,13,14,15 DB 0,1,2,3,4,5,6,7 DB 8,9,10,11,12,13,14,15 DB 0,5}1,2,3,4,5,6,7 DB 8,9,10,11,12,13,14,15 DB 8,9,10,11,12,13,14,15 DB 0,1,2,3,4,5,6,7 DB 8,9,10,11,12,13,14,15 DB 0,1,2,3,45},5,6,7 DB 8,9,10,11,12,13,14,15 DB 0,1,2,3,4,5,6,7 include d:letters.src4,5,6,7 DB 8,9,10,11,12,13,14,15 DB 0,1,2,3,44N=L&00<< yi ̜}]~MNOYYP`p _~O@9} ~ ̰  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D4 65 98BL} ]CARD I,DL,SC,CH,CH2,DRB,K,SCORE, HSCORE,SCRBYTE S,J,PM,BABY,BABES,HIT,MISS,ADV, LVL,UD,BSAV,NXTL,KEY,BRNCARD BM}ARRAY X(5),Y(5),B(5),Q(5),UP(5)PROC CHSET()[0 0 0 0 0 0 0 00 0 1 85 2 2 2 50 0 0 0 0 0 0 00 85 86 85 162 170 160 1700 BN}64 128 80 0 128 128 1280 1 2 5 0 2 2 00 85 149 85 138 170 170 1700 0 64 85 128 128 128 805 5 5 1 0 1 1 364 84 85 85 0 85BO} 85 2550 0 111 104 0 64 64 1920 0 255 0 0 0 0 00 0 249 41 0 1 1 35 21 85 84 1 85 85 25580 80 64 0 64 64 64 1921 5 5 21BP} 21 84 80 25285 85 69 1 1 0 0 064 64 64 80 80 80 80 2521 1 5 5 21 20 20 25285 85 65 0 0 0 0 064 80 80 84 84 20 20 2522BQ}55 255 255 255 255 255 255 255255 195 195 195 195 195 195 255255 190 190 234 254 254 254 255255 235 254 254 251 239 234 25BR}5254 255 255 63 63 15 3 0191 255 255 252 252 240 192 03 15 15 15 15 63 63 6363 63 63 63 255 255 255 255253 213 213 253 2BS}53 253 255 255127 87 87 127 127 127 255 255255 255 255 255 255 255 253 253255 255 255 255 255 255 127 127]PROC FIRE()[2BT}55 255 255 255 255 253 245 2470 0 0 1 1 68 64 0117 85 119 215 213 85 85 85255 215 211 215 215 199 215 25585 85 87 87 93 8BU}5 87 12785 119 95 95 127 255 255 255255 255 247 245 245 213 215 87223 253 125 117 245 85 85 8581 81 69 84 84 80 64 016 0BV} 1 17 16 17 85 85245 197 213 215 215 215 87 9585 85 85 85 85 85 85 85]PROC FIRE2()[255 255 255 255 253 253 245 2130 0 0BW} 0 0 4 16 093 125 117 85 93 93 85 85255 211 215 199 215 199 199 25587 87 93 85 87 119 95 127117 119 127 255 255 255 255 2BX}55255 255 255 253 247 213 215 85221 125 245 245 213 85 85 9385 84 68 16 16 64 0 00 1 1 64 68 68 69 85245 213 213 213 211BY} 211 87 9585 85 85 85 85 85 85 85]PROC BABIES()[28 56 60 153 255 60 189 25523 39 62 156 189 246 96 56216 144 246 255 25BZ}5 245 144 21656 96 246 189 156 63 39 19255 189 60 255 153 60 28 5628 6 111 189 57 124 228 23227 9 175 255 255 111 9 2720B[}0 228 252 57 189 111 6 2828 56 60 153 255 60 189 2550 0 7 6 31 62 62 590 0 7 6 31 62 60 1180 0 7 6 31 62 60 2360 0 7 6 3B\}1 62 60 118]PROC DLIST()[112 112 70 0 0 7 130 16 68 0 04 4 4 4 4 4 4 4 4 4 4 4 132 4 4 4 1324 65 DLIST]PROC DLI()[72 B]}238 0 5 173 0 5 141 10212 201 1 208 17 169 0 141 9 212 16915 141 24 208 169 44 141 23 208 10464 201 2 208 7 169 86 141 22 B^}208 10464 169 0 141 0 5 169 0 141 26 208104 64]PROC PLRVBI()[162 3 189 244 6 240 89 56 221 240 6240 83 141 254 6 106 14B_}1 255 6 142253 6 24 169 0 109 253 6 24 109 2526 133 204 133 206 189 240 6 133 203173 254 6 133 205 189 248 6 170 23246 25B`}5 6 144 16 168 177 203 145 205169 0 145 203 136 202 208 244 76 876 160 0 177 203 145 205 169 0 145203 200 202 208 244 174 Ba}253 6 173254 6 157 240 6 189 236 6 240 48 133203 24 138 141 253 6 109 235 6 133204 24 173 253 6 109 252 6 133 206189 240 Bb}6 133 205 189 248 6 170 1600 177 203 145 205 200 202 208 248 174 253 6 169 0 157 236 6 202 48 376 2 6 76 98 228 0 0]PROCBc} YPOS()[175 156 131 123 115 107 99 91 82 7470 66 62 58 56 55 54 54 55 54 56 5862 66 70 74 82 91 99 107 115 123 131156 175Bd} 180]PROC CLRS()[44 246 72 56 76 15 146 8 146] PROC BURN()BRN=8-BRN POKE(1715,CH/256-BRN)POKE(708,86+BRN/4) RETURNPRBe}OC WAIT()FOR K=1 TO 1000 DO OD RETURNPROC SETUP()GRAPHICS(0) POKE(82,0) POKE(752,1)POKE(559,0)CH=(PEEK(106)-8)*256MOVEBf}BLOCK(CH,CHSET,8*34)MOVEBLOCK(CH+8*34,FIRE,13*8)CH2=(PEEK(106)-16)*256MOVEBLOCK(CH2,CHSET,8*34)MOVEBLOCK(CH2+8*34,FIRE2,1Bg}3*8)DL=PEEKC(88) SC=(PEEK(106)-40)*256POKEC(DLIST+3,DL) POKEC(DLIST+9,SC)POSITION(23,0)PRINT("trial by fire") ZERO(SC,3Bh}072)FOR I=0 TO 2 DO POKEC(88,SC+1024*I)POKE(82,35) POSITION(35,15)PRINT(";5?@5<5=>555555 ")POKE(82,0) POSITION(0,1)PRBi}INTE("") PRINTE("")PRINTE("66") PRINTE(" ")PRINTE("") PRINTE("")PRINTE("66") PRINTE("Bj}66")PRINTE("") PRINTE("KC")PRINTE("LEJ") PRINTE("EL")PRINTE("") PRINTE("")PRINTE("Bk}") PRINTE("55")PRINTE("55") PRINTE("55")POKE(82,8+I*9) POSITION(8+I*9,16)PRINTE("!#$ %&'") PRINTE("()*++,-Bl}.")PRINTE("/01 234") OD POKEC(88,DL)MOVEBLOCK(1700,DLI,55)POKE(1715,CH/256)MOVEBLOCK(1536,PLRVBI,160)PM=PEEK(106)-56 DRBm}B=PM*256+1ZERO(DRB+1024,1024) POKE(1788,PM+4)POKE(53277,3) POKE(54279,PM)POKE(1771,PM) SETBLOCK(1784,4,8)SETBLOCK(1772,4,Bn}1) FOR I=0 TO 3 DOMOVEBLOCK(DRB+I*256,BABIES,104) ODMOVEBLOCK(704,CLRS,9)HSCORE=0 POKEC(560,DLIST)POKEC(512,1700) POKE(12Bo}80,0)POKE(54286,192) POKEC(548,PLRVBI)POKE(559,62) RETURNPROC MAIN()SETUP() LVL=1 DOPOKE(1772,1) POSITION(2,1)POKEC(DLBp}IST+9,SC+1024)POKE(53248,128) POKE(1780,180)PRINT(" Copyright 1987 Magnum")PRINT(" Opus ") BRN=0DO FOR I=0 TO 32 Bq}DOJ=PEEK(I+YPOS) POKE(1780,J+13) WAIT() BURN()KEY=PEEK(53279) IF KEY=5 OR STICK(0)<>15 THEN LVL==+1IF LVL>9 THEN LVL=1 Br}FI POSITION(7,1)PRINT(" Level: ") PRINTB(LVL)PRINT(" ") FIJ=STRIG(0) POKE(77,0)IF KEY=6 OR J=0 THEN EXIT Bs}FI ODUNTIL KEY=6 OR J=0 OD POKE(53248,0)SCORE=0 SCR=0 BSAV=0 MISS=0 ADV=0BRN=0 NXTL=3*LVL BABES=LVL/3+1UD=1-LVL MOD 2 POSBt}ITION(7,1)PRINT(" Get ready... ")FOR I=1 TO 100 DO BURN() WAIT() ODPOSITION(2,1) PRINT("Misses: 0")PRINT(" Bu} Score: 0 Level: ")PRINTB(LVL)DOFOR I=1 TO 4 DO X(I)=0 Y(I)=0 B(I)=0Q(I)=0 UP(I)=1 OD HIT=0DO POKE(77,0) SNDRST() Bv}S=STICK(0)IF S=11 THEN J=0 ELSEIF S=7 THEN J=2 ELSE J=1 FIPOKEC(DLIST+9,SC+J*1024) BURN()IF ADV=1 AND BSAV MOD NXTL=0 THEBw}N LVL==+1 POSITION(36,1) PRINTB(LVL) NXTL=LVL*3 BSAV=0 ADV=2 UD=0 FIIF LVL MOD 2=0 AND ADV=2 THEN UD=1 FIIF LVL MOD 3=0 ABx}ND ADV=2 THEN BABES==+1 ADV=0 FIIF LVL MOD 2=0 THEN ADV=0 FIIF LVL>10 THEN UD=1-LVL MOD 2 BABES=4 FIIF SCR>SCORE THEN SCBy}ORE=SCR POSITION(22,1) PRINTC(SCORE) FIFOR BABY=1 TO BABES DOPOKE(1772+BABY-1,Q(BABY)/4*8+1)POKE(1780+BABY-1,Y(BABY)+8)PBz}OKE(53248+BABY-1,X(BABY))IF B(BABY)=1 THEN X(BABY)==+UP(BABY) Q(BABY)==+1 Y(BABY)=PEEK(YPOS+Q(BABY))IF Y(BABY)>175 AND X(B{}BABY)=92 AND J<>0 THEN HIT=1 FIIF Y(BABY)>175 AND X(BABY)=127 AND J<>1 THEN HIT=1 FIIF Y(BABY)>175 AND X(BABY)=162 AND JB|}<>2 THEN HIT=1 FIIF Y(BABY)>175 AND HIT=0 THEN Q(BABY)=0 SOUND(0,200,10,10) UP(BABY)=1 IF UD=1 THEN UP(BABY)=RAND(2) FI SB}}CR==+UP(BABY) FIIF X(BABY)>195 THEN X(BABY)=0 Y(BABY)=0 Q(BABY)=0 B(BABY)=0 BSAV==+1 ADV=1 SCR==+LVL FI FIIF RAND(25)<1 B~}AND B(BABY)=0 AND (Q(1)<5 OR Q(1)>15) AND (Q(2)<5 OR Q(2)>15) THEN IF (Q(3)<5 OR Q(3)>15) AND (Q(4)<5 OR Q(4)>15) THEN X(B}BABY)=67 Q(BABY)=10 B(BABY)=1 S=RAND(4) K=PEEK(CLRS+S) POKE(703+BABY,K) FI FI ODIF LVL<11 THEN WAIT() ELSE FOR K=1 TO 2B}000-LVL*100 DO OD FIIF PEEK(764)=33 THEN DO POKE(77,0) SNDRST() UNTIL STRIG(0)=0 OD POKE(764,255) FIUNTIL HIT<>0 ODFORB} BABY=1 TO BABES DOIF Y(BABY)<176 THEN POKE(53248+BABY-1,0) FIIF Y(BABY)>175 THEN POKE(1780+BABY-1,215) J=BABY FOR I=1 TB}O 1000 DO OD FI ODMISS==+1 POSITION(10,1) PRINTB(MISS)SOUND(0,200,8,12) FOR I=1 TO 60 DOBURN() WAIT() IF I=3 THEN SNDRST()B} FIOD BABY=9 FOR I=X(J) TO 255 DO BURN()POKE(1772+J-1,BABY*8+1) BABY==+1IF BABY=12 THEN BABY=9 FIPOKE(53248+J-1,I) WAIT()B}POKE(764,255) OD IF MISS=3 THEN EXIT FIODIF SCORE>HSCORE THEN HSCORE=SCORE FIPOSITION(1,1) PRINT(" ")PRINT(B}" ")POSITION(1,1) PRINT("Score: ")PRINTC(SCORE) POSITION(13,1)PRINT("High Score: ") PRINTC(HSCOREB})POSITION(30,1) PRINT("Level: ")PRINTB(LVL) DO BURN() WAIT() UNTILSTRIG(0)=0 OD FOR K=1 TO 10000 DO ODPOSITION(1,1) PRINTB}(" ")PRINT(" ")ODWAIT() UNTILSTRIG(0)=0 OD FOR K=1 TO 10000 DO ODPOSITION(1,1) PRINT@8D$D (c)1983 Action Computer Services  B JKIHiDiELV`L}$F} }$ BLV`L$$l L$ &` Fj`8冨凪` %EӅӥF} %`ʆǪƩ Ɛee` %ƦʆǢ &Ɛeǐ D% D%L % %'&&&8儨児F}祂*L %&&*ń8&&L % %`hihiHHȱȱL$c !#3`F}L$JJJJ`H $h`Hȩh $L1& $L1& e$L1& m$L1& s$H8F}`HhHh &L1& BHI V䅠L1& L& }$L1&Ԇ ؠPIPP`F} 'P m$L1& -'L& 'L2' F'L'H- &8塪墨hLF' _'L& f'L' 'ȹP`F}텠8堨塪 '芨Oȩ-`PP &P棩 Ѥģ0-ģ6000:,80H F}& &ehe&eģ0ʥ 8堅塅`$ &&*i0:0i &Ʀ`¢ 护F}°ڱ%ȱ%E &L(担CS &L(I _'L(H Z(L( -'L( &B V 1&NLMȑF}` MLN%B VL1&S:B)E:G)H & J)K) U& &h)0IE)F)LU&[\ZUVT` )E)F)F}` )L' z)L& )L&) ` )L' f%` 0d $ҥ `2)2F}ҩ`p`0)9A*`@0)ӈJJJJ)`Ѕ`ȱ`` u*ȥ`HhF}ƣĢ`ƥĤ`Ѣ +`ȱѢĦ`膡`F}`ťƤe8夰L+ Ƥ8`ŦeѠe桊L++ ,F}I0 ,V!E E E E D L+UUVU@PUU@UP@TUF}UUUoh@@)UTUUPP@@@@TPUUE@@@PPPPUUA@PPTTF}?????????WWL,D@uUwUUUUUWW]UWUw__WF}}uUUUQQETTP@UUW_UUUUUUUUL1-]}uU]]UUWW]UWw_uwU}UU]UTD@@DDEUF}W_UUUUUUUUL-8<<'>`8ؐ8`?'<<8o9| o 9o8<<>>;><>:8766768:>BFJR[cks{L%/,H8LL1/8++++ %8+ u*+ %VeF} u*`L/+Ȍ+͖++L/++L/`L/ L)R u* u*/ u*j e*8 f%+++F}+" f%++ *" f%+e+e,, f% *j e*8F} f%++++" f%++ *" f%+e+e0-/- f%F} *X e*++j e*8( f%++-i-i++ *-i -i++ F}* z)L1trial by fire1z & ++ *++͊++L3++ f%+e+eX *#F}R u*# z)L2;5?@5<5=>555555 1 &R u* z)L122* &LB22; &LS2662L &Ld2 2F}] &Lu22n &L22 &L2662 &L2662 &L22 &L2KC2 &L2LEJ2 F}&L2ELǢ2 &L32 &L33 &L"33 &L33553, &LD3553= &LU3553N &F} ++ f%eR u* ++ f%ee z)L3!#$ %&'3 &L3()*++,-.3 &L3/01 F} 2343 &++L1++X *!. .7 *++ % u*Z.Y. *j F}e*88++ f%i+i++i+i *+i u*Щ u*+ԩ u*+ u*F} * *++͊++LX5++ f%+e+e--h *+Ы+F}L4$/#/  *++--0 * * u*ԩ u*Z.Y.$ *>/ u*`L5 /F}+ u* z)-i -i+i+i *Щ u* u*L>6 Copyright 1987 Magnum6# &LS6 Opus F} 6H &+++ ͊++LK7+m.+m. e*++i  u* / ./Щ e*++I E*IL7F}+ ͦ+L6+ z)L6 Level: 6 &+ +'L7 7 & ^*+M u*+I+L@7LK7++LF}g6+I+L_6Щ u*+++++++++ f%++ %i++ %8宍+F} z)L7 Get ready... 7 &+Ȍ+d͊++L8 ./ /++L7 z)L18 Misses: 08' &LU8 ScoF}re: 0 Level: 8; &+ +'+Ȍ+͊++L!9+ m++*(m++ m++*(m+ȑ+ mF}++*(m+ȑ+ m++*(m+ȑ+ m++*(m+ȑ++Lk8+M u* * E*+F}+I LN9+Le9+IL`9+Le9+-i -i+ f%+e+e * ./+IL9++F} %L9+$ z)+ +'+ f%+++++ %L":+IL":++ %F}LM:+ILM:+++ %Lk:+ ͦ+L:+ %8宍+++͜+++L:++++F} z)++ -'++::͡+LANm+i8+ m+*(m+ % f%F}i u*m+i8+ m+*(m+i u*m+i8+ m+F}*(m+ u*+ m+*(m+IIL5?+ m+*(m++ m+*(m+qȱq+ F}m+*(m+iȱi+ m+*(m+HH+ m+*(m+.q.q e*hh+ F}m+*(m+ѮL<+ m+*(m+I\IL<+L<++ m+*(m+ѮLP=+ m+F}*(m+IILP=+ILP=++ m+*(m+ѮL=+ m+*(m+IIL=+ILF}=++ m+*(m+ѮL>+L>+ m+*(m+ ȩ )+ m+*(m+F}+ILY>+ m+*(m+HH )hh+ m+*(m++q++q++ m+*(m+àѮF}L5?+ m+*(m++ m+*(m+ȑ+ m+*(m+ȑ+ m+*(m+ȑF}+Ȍ++m+++i+ )L A+ m+*(m+L A m+*(m+ȱ" m+*(m+F}ѪL A m+*(m+ȱ" m+*(m+ѦL A m+*(m+ȱ" m+F}*(m+ѬL A m+*(m+ȱ" m+*(m+ѨL A+ m+*(m+C+ F}m+*(m+ȑ + m+*(m+ȑ )+#/m+$/i e*++m+i+ u*+LF}:+ LA /LjA+Ȍ+d+ f%8宍]A寍^A]A͖+^A+LjA++LLA e*I!LAM u* * ^F}*LzA u*+L&9++AA͡+LyB`+ m+*(m+ɰȱLBm+i8 u*+ F}m+*(m+ѮLsBm+i8צ u*+++Ȍ+͊++LsB++LYB+LA+ zF})+ +' ȩ )+Ȍ+<͊++LB ./ /+I +ILB *++LB ++ m+*(m+++͊+F}+LC ./m+i8+ f%i u*++I L_C +m+i8+F} u* / u*++LB+ILCLCLb8+͘+++LC++++ z)LC C &LD F} C & z)L!DScore: D &++ -' z)LJD High Score: D= &++ -' z)LnDLevel: Df &+F} +' ./ / ^*L{D+Ȍ+͖+'+LD++LD z)LD D &LD D &F}L5`5 ^*L{D+Ȍ+͖+'+LD++LD z)LD D &LD D &D I !KEKEYBLBORDERWORKCHNUMAXSOURCEPAGNUMVAMAXPAGLONUHINUBLANLVARVNTVNUMVARCVARLCHANGVNT1HJ}EADERVNTSTARVNTENVVTSTARVVTENSTSTARSTENVNTLENDESTINATIONVNTLENVVTSTARTHVVTSTARTLSTSTARTHSTSTARTLSTENDHSTENDLFJ}IRS J}@J} !"#$%&'()* $$*********************J}*********$$* VARIABLE NAME TABLE EDITOR *$$* by Earl Davidson *($$* Copyright 1988 *2$$* J} BY ANALOG COMPUTING *<$$******************************AFM +A1A CAJ}R@M A@PZ*** GET KEY FROM KEYBOARDdn$ (_)@!6.>:,$$x *** CLEAR LAJ}ST THREE LINES/-@!@##-@((, /$*** BORDER.-@@#-@J}'(+ .$*** GET FILESPEC+-@@!+(ENTER FILESPEC: *** GET LINEJ} 6.6-@, A6.>:,""AU)( ,$"+"@'6-"6.(( +$,&!A'6J}-&A(&6.>:,6P"@0)"A&%!@36-&@F( >:A&,P A@U"@0)"A&J}%"@16-@86.K( >:A&,U AJ;#!@&* @2)!A$1(>:AS,; 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