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LOADING ? A@@91@@5%? B[-@ g}@"-  CANNOT RUN 7 @LF:A,"@![% D:HELP.BAS B A0D:MENUATAR h}TOON.SYSMENU.DOC.TXT .TXTC |ATARTOON.SYS(TA0063 @@d"(  <|LINEAxx ;A ,;@,; (}@;@@ D:DOC.TXTj} A(@2vB:,!@-7@<@,4XXX0(3(E-@@"Y(ӠΠf@k}l(}v @@<( @@dj@ B*-@@"R("ΠҠՠҠˠҠ_@l}j%D:MENU D:HELP.BAS ;A ,;@,; (}@;@@ D:DOC.TXT% WELCOME TO THE ANTIC MONTHLY DISK Most of the n}programs on this disk arewritten in Atari BASIC. Some requirespecial hardware or specific instruc-tions. We recommend you o}refer to thecorresponding issue of ANTIC forcomprehensive documentation. If youwish to order a back issue, or needsubscrip}ption information, contact usat (415) 957-0886 or, for credit cardorders, dial (800) 227-1617, Ex. 133.In California,(800)q} 722-3545, Ex. 133XXXThe menu that appeared on the screenwhen you booted the disk will onlyRUN programs with a .BAS exter}nder.If you try to run a program and the response is 'cannot run Filename',check the file extender with thefollowing lists}:XXX.BAS BASIC saved program, use menu RUN or LOAD and RUN..LST BASIC listed program, ENTER then RUN.t}.EXE Assembly language 'Load and Go' file. Remove BASIC, boot DOS, type L then enter the filename..ASu}M Assembly language source code from Atari Assembler Editor. Must be assembled..M65 Same as .ASM only MAC/v}65..AMC Same as .ASM only AMAC.SYN Same as .ASM only SynassemblerXXX.OBJ Machine language object file. Samew} as .EXE but not 'Load and Go'. See corresponding article..COM Machine language object file. See correspondix}ng article for complete instructions..SYS Reserved for DOS system files..DAT Data file. Usually accessed by y} another program..TXT Text file. Usually accessed by another program..MIC Micropainter picture file. Viz}ew with Micropainter or other compatible software.XXXAll programs from ANTIC issues datedprior to August 1984 wer{}e reproducedfrom ANTIC's Archive. We've updatedthem from our HELP columns and most are compatible with the XL and XE mac|}hines. We have worked to insurethat our programs operate as published, but we consider all our software listings to be wo}}rks in progress which we encourage you to personalize and enhance.Good luck, and ENJOY! -AN~}TIC ED WELCOME TO THE ANTIC MONTHLY DISK Most of the 01$ 7 AFNIJNOFFSESCREEADDINOUTMASRMAINp}p  7  T.S.C.S. LISTING 1))BY CHARLES JACKSON AND PATRIC}K BASS (c) 1985, ANTIC PUBLISHING(11;A,;@,;@,;@U,2C +A@1A}@CA 3B-@@2(T-Shirt Construction SetB( (T.S.C.S.)4A((1) For Micropainter}/( 2) For KoalaA( 3) Graphics 8522(+"@)"@)"@,@P75-@@1( Source Fi}lename: 5<5-@@1(Destination Filename: 5F1 @P+@%@1AKX"@}N6.8hhhՠ''ą©à&fÈäđ`X A0PRR67@<@U,.7h01DZ)}ʊ XiYi`Z##67@)<@),.>:AU,d6-?:C:,,n]]67@<@f,.Bhhh'}JnJnJnJnJnJnJnJn*xII67@g<A,..*******'}`+@+@@1%6-F:@,%F:@,$AV16-AH"@AP.%}@@.%@F:@,B%@F:@,.%@B%@ @036-?:C:hhhLV,}<@,3!@A)@A9-AA$)@*. 9@""}ŠӠΠŠΠ-@A6-@@$&@96-%&@6-?:C:,<,/ @}/@@.%@@.%@F:@,B%@F:@,.%@B}%@ @0C6-?:C:hhhLV,<@,+!@6@@+C%*@F:A,C-A}A'*@F:,+ 6@@+C%LOAD A KOALA PICTURE;AB, #APP-A6AV} "  GG162,16,169,1,157,72,3,169,0,157,73,3,32,86,228,48,1,96,104,104,96@@6.6hBDE}HI  <OO67@U,.<    ĩOO67A},.:AU,QQ67A),.>`RɥPee`/ee G}G67A,.4(eeЕee6-?:C:,,@D A D1:TSCS.}BAS01$ 7 AFNIJNOFFSESCREEADDINOUTMASRMAINpHIQ,,JC0PPPMJC1PPPECHMMSEMNSROUNMENTICCCHSEC@@}@ @ }@ WARRIOR 3000B}Y KEN GREINER (c) 1985, ANTIC PUBLISHING j AF:A@,&@*+<AR@V0@}` Aj A0K6-@&R:,,68,-8,76-%8,K"@PF:, A}($8,$6-2"T:,"" A<K6-@&R:@,,68,-8,76-%}8,K"@FF:, APP$8,$6-Z"T:@,"" Ac} @ d @$ip6-&@#-@+( E6-88,&@,\6-8,%@d6-}%p6-@jCF:, A*6-%@<-@@(C$k A0n @$sp6-&@}#-@4+( E6-88,&@,\6-8,%@d6-%p6-@xCF:, A}*6-%@<-@4@(C$6-@%@@6-%6F:,APi2@@}+176-; ]2i A A$ 6-F:,"@2}A!!"@)"AA k"A12A@@E-@@I k2} 6- $g6-%@.-@06@J2@@N `-@}d(g$>'6-P:H:,$A9,%A %>F:,A (6-6-% A($ 6}-F:,"@2A`!!"@)"AApk"A12AP@@E-@}@I k2 6- $g6-%@.-@06@J2@@}N `-@4d(g$>'6-P:H:,$A9,%A %>F:,Ap6-6-"}-@'@19-@@ @]2%@0@@a e 2}$, 6-F:,64"@124$7}"A@8-A}@P6@T2@@X z2}$@!! @*!AA0E }")")-A @?A%'@0[2@@w2@@@{  A}J-@?-@%S2$@P@%@W c2}$t%2@9-@V-@P6@l2@@p }t <6-%@%68,-8,&@<8,AP;-@@#( GAME OVER7-@A; }=+@%@1-@@?P=-@b(@<2$@@@P-@}@ &b(@'2@$@@@;-@&@P(@ n-@}@ &+&@,(@  -@@+-@%@>(@7<,`2@@}@t-@@x 2)%2@) 33T:},"*T:@,"A` F:B2y,@AP + A@!)!$>'6}-P:H:,$A9,%A %>F:,A-@(@2C2A&$@@@I}]-@@ a e 2$,-@@"(STAND BY,#A0GG}9@,9@,9@,9@,9@,;@,6. 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B.'''1,255,170,170,170,170,170},170,2558'2,24,0,22,196,91,16,68,48B'3,16,2,52,64,66,26,3,32L'4,0,8,4,104,2,20,34,0V'5,0,0,16,36,36,8,0,0`'#}#6,0,24,102,153,102,153,102,24j'27,0,0,40,20,40,20,0,0t'28,0,40,40,68,68,40,40,0~' 29,24,0,36,129,129,36,0,24'$}$30,36,36,129,145,137,129,36,36'""31,165,66,129,0,0,129,66,165'$$32,16,145,16,165,165,16,145,16'$$97,48,52,34,122,1}14,52,104,204'$$98,24,88,136,188,156,88,44,102' 99,2,25,25,127,25,26,36,36'""100,32,76,76,123,76,44,18,18'##101,}20,50,49,109,113,48,88,76'%%102,24,24,136,156,186,68,44,102' 103,20,38,70,91,71,6,13,25'%%104,48,48,34,114,186,68,1}04,204'105,0,0,0,170,0,0,0,0(106,0,0,0,0,170,0,0,0 (107,8,8,8,8,8,8,8,8(108,8,8,8,8,8,8,8,8(109,5,2,5},8,16,32,64,0((110,0,2,4,8,16,160,64,1602(111,160,64,16,16,8,4,2,0<(112,0,64,32,16,8,5,2,5F(""113,40,68,146,36,}36,74,40,40P(##114,65,136,44,5,104,160,11,34Z(!!115,9,192,20,34,8,32,33,129d(116,0,16,6,32,4,80,0,0n(117,0,8,0,16},42,0,16,0x(118,0,0,0,0,0,0,0,0(119,0,0,0,0,0,0,0,0(71,128,32,32,8,8,2,2,0(70,0,2,2,8,8,32,32,128(84,}0,20,85,85,85,85,20,0)-1D1:WARRIOR.BASNSROUNMENTICCCHSEC@@40100 ;D1:MCP.M650110 ;0120 .TITLE "MULTI-COLOR PLAYER"0130 ; V.100685, BY PATRICK BASS0140 ; (c) 1985, ANTIC PUBLISHI }NG0150 ;0160 .SET 1,200170 .TAB 8,12,300180 TOTALCODE = ENDCODE-STARTOFCODE0190 .OPT NO LIST0200 .OPT N }O MLIST0210 ;0220 STARTOFCODE = $30000230 ;0240 ;-----------------------------0250 ; Display List equates...0260 ;0270 } ; OFFSET is the number of scan lines down the line-by-line0280 ; coloring starts.0290 OFFSET = $200300 BLANK8 }= $70 ;Blank 8 lines.0310 LMS = $40 ;Load Mem Scan.0320 MODE6 = 6 ;ANTIC mode 6.0330 INT = $80 ;DL In }terrupt.0340 JMPWT = $41 ;Jump, wait.0350 ;0360 ;-----------------------------0370 ; Following are ATARI standard.03 }80 WSYNC = $D40A ;Hsync waiter.0390 ;0400 COLPM0 = $D012 ;Player/Missile0410 COLPM1 = $D013 ;Hardware color0420 COLPM }2 = $D014 ;registers.0430 COLPM3 = $D0150440 ;0450 SDLSTL = $0230 ;Dlist shadow0460 VVBLKD = $0224 ;Vblank pointer047 }0 VDSLST = $0200 ;DLI pointer0480 HPOSP0 = $D000 ;H position.0490 IRQEN = $D20E ;IRQ enable.0500 POKMSK = $10 ;...a }nd shadow.0510 NMIEN = $D40E ;NMI enable.0520 GPRIOR = $026F ;Global priority0530 PMBASE = $D407 ;Player base0540 GRA }CTL = $D01D ;Graphic control0550 SDMCTL = $022F ;Shadow DMA cont0560 SKCTL = $D20F ;Serial Control0570 RANDOM = $D20A }0580 ;0590 ;-----------------------------0600 ; Default Player Box Boundaries.0610 YMIN = 400620 YMAX = 1700630 XMIN = } 500640 XMAX = 1900650 ;0660 ;-----------------------------0670 ; Default Vertical positions.0680 VP0 = YMIN+[[YMIN+ }YMAX]/8]0690 VP1 = [YMIN+YMAX]/20700 VP2 = YMAX-[[YMIN+YMAX]/8]0710 VP3 = [YMIN+YMAX]/20720 ;0730 ;--------------- }--------------0740 ; Default Horizontal positions.0750 HP0 = [XMIN+XMAX]/20760 HP1 = XMAX-[[XMIN+XMAX]/8]0770 HP2 = } [XMIN+XMAX]/20780 HP3 = XMIN+[[XMIN+XMAX]/8]0790 ;0800 ;-----------------------------0810 ; Default Player Base color. }0820 P0C = $300830 P1C = $C00840 P2C = $500850 P3C = $900860 ;0870 ;-----------------------------0880 ; ...and } claim how many players are currently active.0890 ACTIVE = 40900 ;0910 ;-----------------------------0920 !}*= $20000930 ; Starting at $2000, hold a place for the player number.0940 CURRPLR0950 .BYTE 00960 ;097!}0 ;-----------------------------0980 ; Remember in order, 0-1-2-3, how fast everyone should move.0990 MEMSPEED10!}00 .BYTE 0,0,0,01010 ;1020 ;-----------------------------1030 ;1040 ; Remember in order, 0-1-2-3, how fast !}everyone is moving.1050 SPEED1060 .BYTE 0,0,0,01070 ;1080 ;-----------------------------1090 ;This is how many dots !}to move1100 ;each step. Range 1-3.1110 VSTEP1120 .BYTE 1,1,1,11130 HSTEP1140 .BYTE 1,1,1,11150 ;1160 ;--------!}---------------------1170 ; This is the shape that is drawn onto each player.1180 PLRGRAF01190 .BYTE 0,0,!}0,01200 .BYTE $18,$3C,$7E,$FF,$18,$18,$18,$7E1210 .BYTE $42,$7E,$5A,$24,$181220 .BYTE 0,0,0,0,0,0,01230 ;124!}0 PLRGRAF11250 .BYTE 0,0,0,01260 .BYTE $FF,$FF,$7E,$7E,$3C,$3C,$18,$FF1270 .BYTE $FF,$18,$3C,$3C,$7E1280 !}.BYTE 0,0,0,0,0,0,01290 ;1300 PLRGRAF21310 .BYTE 0,0,0,01320 .BYTE $3C,$18,$3C,$42,$A9,$81,$42,$241330 .BYTE! } $3C,$3C,$5A,$42,$3C1340 .BYTE 0,0,0,0,0,0,01350 ;1360 PLRGRAF31370 .BYTE 0,0,0,0,24,126,255,255,255,255,2551380! } .BYTE 255,255,255,255,126,24,0,0,0,0,01390 ;1400 ;-----------------------------1410 ; Current player Horizontal ! } position while moving.1420 HPOSITION1430 .BYTE HP0,HP1,HP2,HP31440 ;1450 ;-----------------------------1460 ;! } Current Player Vertical position while moving.1470 VPOSITION1480 .BYTE VP0,VP1,VP2,VP31490 ;1500 ;----! }-------------------------1510 ; 'PDIRECTION' is where we keep track of which direction each1520 ; player is current!}ly moving.1530 ;1540 ; bit7 clear="move down"1550 ; bit7 set="move up"1560 ; bit6 clear="move right"1570 ; bit6 set=!}"move left"1580 PDIRECTION1590 .BYTE 0,$40,$80,$C01600 ;1610 ;-----------------------------1620 ; Another useful mem!} loc1630 THISPLAYER1640 .BYTE 01650 ;1660 ;-----------------------------1670 ; Reserve, at $6000, four pages !} of memory for the players's1680 ; color memory map.1690 PCBASE = $60001700 P0COLR = PCBASE1710 P1COLR = PCBASE+$0100172!}0 P2COLR = PCBASE+$02001730 P3COLR = PCBASE+$03001740 ;1750 ;-----------------------------1760 ; Reserve, at $7000, four !}pages of memory for the player1770 ; shapes on the screen.1780 PBASE = PCBASE+$10001790 P0RAM = PBASE+$04001800 P!}1RAM = PBASE+$05001810 P2RAM = PBASE+$06001820 P3RAM = PBASE+$07001830 ;1840 ;-----------------------------1850 ; Reserv!}e space at $8000 for the television display.1860 SCREEN = PCBASE+$20001870 ;1880 ;-----------------------------189!}0 ; Build a table of player shape addresses in player order.1900 PLAYERTABLE1910 .WORD P0RAM,P1RAM1920 .WO!}RD P2RAM,P3RAM,P3RAM1930 ;1940 ;-----------------------------1950 ; Build a table of player color addresses in pla!}yer order.1960 CPLAYERTABLE1970 .WORD P0COLR,P1COLR1980 .WORD P2COLR,P3COLR,P3COLR1990 ;2000 ;------------------!}-----------2010 ; Build a table of player color source addresses in plr order.2020 SPLAYERTABLE2030 .WORD P0CO!}LG,P1COLG2040 .WORD P2COLG,P3COLG,P3COLG2050 ;2060 ;-----------------------------2070 ; Build a table of player shape!} source addresses.2080 GPLAYERTABLE2090 .WORD PLRGRAF0,PLRGRAF12100 .WORD PLRGRAF2,PLRGRAF32110 .WORD!} PLRGRAF32120 ;2130 ;-----------------------------2140 ; This is a short Display List.2150 TLIST2160 .BYTE BLANK8,BL!}ANK8,BLANK82170 .BYTE LMS+MODE6+INT2180 .WORD SCREEN2190 ;2200 .BYTE JMPWT2210 .WORD TLIST2220 ;2230 ;!}-----------------------------2240 ; Reserve obscene amounts of Z2250 *= $802260 SWITCH *= *+12270 POINTER *= *+2228!}0 ;2290 ;-----------------------------2300 ; DEFINE MACROS2310 ; MACRO #1:"LDW source,memory"2320 ; say:"Load-Word"2330 ! }; This first macro will load the WORD value of a label2340 ; into a two-byte memory location, form!!}ing a pointer.2350 ; EXAMPLE:2360 ; LDW SOURCE,POINTER2370 ;...will load the LO, HI bytes that make up the la!"}bel SOURCE2380 ; into memory locations POINTER, POINTER+1.2390 ;2400 .MACRO LDW 2410 LDA # <%12420 ST!#}A %22430 LDA # >%12440 STA %2+12450 .ENDM 2460 ;2470 ;-----------------------------2480 ; MACRO #2 "NEWPAGE!$}"2490 ; This macro will force the program counter to the2500 ; next higher page number, even.2510 ; EXAMPLE:2!%}520 ; (program counter now $4322)2530 ; NEWPAGE2540 ; (program counter now $4400)2550 ;2560 ;Follow: *=$4!&}3222570 .MACRO NEWPAGE 2580 *= *&$FF00 ; *=$43002590 *= */$0100 ; *=$00432600 *= *&$FF ; *=$432610 !'} *= *+1 ; *=$442620 *= **$0100 ; *=$44002630 .ENDM 2640 ;Follow: *=$44002650 ;2660 ;----------!(}-------------------2670 *= STARTOFCODE2680 CLD 2690 SEI 2700 LDX #$FC2710 TXS 2720 JSR ALTINT !)} ;Finish init.2730 LDW TLIST,SDLSTL2740 LDW DBLANK,VVBLKD2750 CLI 2760 ;2770 ; Since this demonstrations!*} action is controlled by both2780 ; Vertical Blank and a DLI loop no action is needed by the2790 ; call!+}ing program.2800 ;2810 IDLE2820 JMP IDLE2830 ;2840 ;-----------------------------2850 ; This is where the player !,} coloring takes place.2860 ;2870 NMIVEC2880 PHA ;Pack .A and .X2890 TXA 2900 PHA 2910 !-} LDX #OFFSET ;Scan line start2920 KERNAL2930 STA WSYNC ;Wait off-screen2940 INX ;next scan line.2950 !.} CPX #OFFSET+150 ;End-o-loop?2960 BCS DLIDONE ;Branch if yes.2970 ;2980 ; Otherwise...2990 LDA P0COLR,X ;Zero's !/}color3000 STA COLPM0 ;Stuff color3010 LDA P1COLR,X ;And so forth.3020 STA COLPM13030 LDA P2COLR,X3040 !0} STA COLPM23050 LDA P3COLR,X3060 STA COLPM33070 JMP KERNAL ;Stay in loop.3080 ;3090 DLIDONE3100 PLA !1}3110 TAX 3120 PLA 3130 RTI 3140 ;3150 ;-----------------------------3160 DRAWTHEM3170 LDX #ACTIVE-131!2}80 PAGAIN3190 STX CURRPLR3200 LDA SPEED,X3210 BPL PAGT13220 ;3230 LDA MEMSPEED,X3240 STA SPEED,X32!3}50 PAGT13260 DEC SPEED,X3270 LDA SPEED,X3280 BPL PAGX3290 ;3300 LDA PDIRECTION,X ;Moving L/R3310 AN!4}D #$40 ;Move left bit.3320 BNE PAG1 ;If moving left.3330 ;3340 LDA CURRPLR ;Moving right,3350 JSR MOVER!5}IGHT ;Player right.3360 JMP PAG2 ;Jump Up or Down3370 PAG13380 LDA CURRPLR ;Moving left,3390 JSR MOVELEFT !6};Player left.3400 PAG23410 LDX CURRPLR ;Player number.3420 LDA PDIRECTION,X ;Moving U/D3430 BMI PAG3 ;if m!7}oving up.3440 ;3450 LDA CURRPLR ;Moving down,3460 JSR MOVEDOWN ;Player down.3470 JMP PAGX ;Check next plr.!8}3480 PAG33490 LDA CURRPLR ;Player number3500 JSR MOVEUP ;Player Up.3510 PAGX3520 LDX CURRPLR ;Unpack player!9}3530 DEX ;Count player.3540 BPL PAGAIN ;Branch if more.3550 ;3560 RTS 3570 ;3580 ;----------------!:}-------------3590 ;This is the Vertical Blank.3600 DBLANK3610 LDW NMIVEC,VDSLST3620 JSR DRAWTHEM ;New position.!;}3630 ;3640 LDX #ACTIVE-13650 PAGG13660 LDA HPOSITION,X ;Shadow pos3670 STA HPOSP0,X ;into hardware.3680 !<} TXA 3690 PHA 3700 JSR DODRAW3710 PLA 3720 TAX 3730 DEX ;count player...3740 BPL PAGG1 !=} ;..until finish.3750 XITINT3760 PLA ;Stock return.3770 TAY 3780 PLA 3790 TAX 3800 PLA 38!>}10 RTI 3820 ;3830 ;-----------------------------3840 ALTINT3850 LDA #$C03860 STA IRQEN3870 STA POKMSK3!?}880 STA NMIEN3890 LDA #$11 ;Gang, priority.3900 STA GPRIOR3910 LDA # >PBASE ;Point/players.3920 ST!@}A PMBASE3930 LDA #3 ;Enable players.3940 STA GRACTL3950 LDA #$3E ;Reg playfield.3960 STA SDMCTL3!A}970 LDA #3 ;Enable keyboard3980 STA SKCTL3990 ;4000 LDX #04010 CCAGAIN4020 LDA #04030 STA P0CO!B}LR,X ;Erase colors.4040 STA P1COLR,X4050 STA P2COLR,X4060 STA P3COLR,X4070 LDA #04080 STA P0RAM,X ;E!C}rase players.4090 STA P1RAM,X4100 STA P2RAM,X4110 STA P3RAM,X4120 INX 4130 BNE CCAGAIN4140 ;4150 !D} LDX #144160 PAGAIN14170 LDA PLRGRAF0,X ;Draw player.4180 STA P0RAM+VP0,X4190 LDA PLRGRAF1,X4200 STA P!E}1RAM+VP1,X4210 LDA PLRGRAF2,X4220 STA P2RAM+VP2,X4230 LDA PLRGRAF3,X4240 STA P3RAM+VP3,X4250 ;4260 !F}LDA P0COLG,X ;Draw colors.4270 STA P0COLR+VP0-4,X4280 STA P1COLR+VP1-4,X4290 STA P2COLR+VP2-4,X4300 STA P!G}3COLR+VP3-4,X4310 ;4320 DEX 4330 BPL PAGAIN14340 ;4350 RTS 4360 ;4370 ;-----------------------------4380 !H} NEWPAGE 4390 P0COLG4400 .BYTE 0,P1C+4,P1C+6,P1C+84410 .BYTE P1C+10,P1C+0,P1C+24420 .BYTE P1C+4,$18,$16!I}4430 .BYTE $32,$38,$34,$52,04440 ;4450 P1COLG4460 .BYTE 0,$2C,$2A,$284470 .BYTE $26,$24,$22,$20,$184480 !J}.BYTE $1A,$52,$54,$56,$58,04490 ;4500 P2COLG4510 .BYTE 0,P3C+2,P3C+4,P3C+64520 .BYTE P3C+8,P3C+10,P3C+124530 !K} .BYTE P3C+14,P3C+64+124540 .BYTE P3C+64+10,P3C+32+84550 .BYTE P3C+32+6,P3C+16+44560 .BYTE P3C+16+2,04570 ;4!L}580 P3COLG4590 .BYTE 0,P0C+2,P0C+4,P0C+64600 .BYTE P0C+8,P0C+10,$204610 .BYTE $C4,$24,$204620 .BYTE P0C+1!M}0,P0C+84630 .BYTE P0C+6,P0C+4,P0C+2,04640 .BYTE 0,0,0,0,0,0,04650 ;4660 ;-----------------------------4670 DODRA!N}W4680 STA THISPLAYER4690 ASL A4700 TAX 4710 ;4720 ; Set POINTER to point at the current player sha!O}pe.4730 LDA PLAYERTABLE,X4740 STA POINTER4750 LDA PLAYERTABLE+1,X4760 STA POINTER+14770 ;4780 ; Set POI!P}NTER+2 to point at the current player color strip.4790 LDA CPLAYERTABLE,X4800 STA POINTER+24810 LDA CP!Q}LAYERTABLE+1,X4820 STA POINTER+34830 ;4840 ; The following example of self- modifying code should never4850 ; !R}be used whenever there is the slightest chance the code will4860 ; wind up in ROM. I use it here because thi!S}s is only a4870 ; demonstration program.4880 ; We pick up the source of each players colors in turn and4890 ; phys!T}ically modify the address at Label RAMPOINTER.4900 ;4910 LDA SPLAYERTABLE,X4920 STA RAMPOINTER+14930 !U}LDA SPLAYERTABLE+1,X4940 STA RAMPOINTER+24950 ;4960 LDA GPLAYERTABLE,X4970 STA GRAMPOINTER+14980 LDA GPL!V}AYERTABLE+1,X4990 STA GRAMPOINTER+25000 ;5010 ; Then get this players current vertical position into .Y5020 !W} LDX THISPLAYER5030 LDA VPOSITION,X5040 TAY 5050 ; Now redraw the picture.5060 LDX #05070 GRAMPOINTER5080!X} LDA PLRGRAF0,X5090 STA (POINTER),Y5100 TYA 5110 SEC 5120 SBC #45130 TAY 5140 ; Getting the col!Y}ors through the self-modified pointer.5150 RAMPOINTER5160 LDA P0COLG,X5170 STA (POINTER+2),Y5180 CLC !Z}5190 TYA 5200 ADC #55210 TAY 5220 INX 5230 CPX #205240 BCC GRAMPOINTER5250 ;5260 RTS 5270![} ;5280 ;-----------------------------5290 ; The next four routines are all identical in operation.5300 ; Enter with!\} desired player in the accumulator. Try to move5310 ; in the desired direction. If not a good move, return!]} to5320 ; original position and toggle the direction flag.5330 MOVEUP5340 TAX 5350 SEC 5360 LDA VPO!^}SITION,X5370 SBC VSTEP,X5380 STA VPOSITION,X5390 CMP #YMIN+15400 BCS MUX5410 ;5420 CLC 5430 AD!_}C VSTEP,X5440 STA VPOSITION,X5450 MU1A5460 LDA RANDOM5470 AND #35480 BEQ MU1A5490 ;5500 STA VSTEP,!`}X5510 LDA PDIRECTION,X5520 EOR #$805530 STA PDIRECTION,X5540 MUX5550 RTS 5560 ;5570 ;-----------------!a}------------5580 MOVEDOWN5590 TAX 5600 CLC 5610 LDA VPOSITION,X5620 ADC VSTEP,X5630 STA VPOSITION,X!b}5640 CMP #YMAX-15650 BCC MDX5660 ;5670 SEC 5680 SBC VSTEP,X5690 STA VPOSITION,X5700 MD1A5710 !c}LDA RANDOM5720 AND #35730 BEQ MD1A5740 ;5750 STA VSTEP,X5760 LDA PDIRECTION,X5770 EOR #$805780 !d} STA PDIRECTION,X5790 MDX5800 RTS 5810 ;5820 ;-----------------------------5830 MOVELEFT5840 TAX 5850 SEC !e}5860 LDA HPOSITION,X5870 SBC HSTEP,X5880 STA HPOSITION,X5890 CMP #XMIN+15900 BCS GOLX5910 ;5920 !f} CLC 5930 ADC HSTEP,X5940 STA HPOSITION,X5950 GOL1A5960 LDA RANDOM5970 AND #35980 BEQ GOL1A5990 ;!g}6000 STA HSTEP,X6010 LDA PDIRECTION,X6020 EOR #$406030 STA PDIRECTION,X6040 GOLX6050 RTS 6060 ;60!q}b'DOS SYSb*+DUP SYSbUAUTORUN SYSbWMENU biHELP BASbmDOC TXTbSOFTWEARBASbYWARRIOR BASbMCP M65bwMCP EXEb~GO EXEbMODIFY OBJbRAMDISK COMb>KEYS MICb(CGP220 BASbTINYLISTBASbPLOTTER1BASbPLOTTER3BASb PLOTTER4BASbPLOTTER2BAS70 ;-----------------------------6080 MOVERIGHT6090 TAX 6100 CLC 6110 LDA HPOSITION,X6120 ADC HSTEP,X61!r}30 STA HPOSITION,X6140 CMP #XMAX-16150 BCC GORX6160 ;6170 SEC 6180 SBC HSTEP,X6190 STA HPOSITIO!s}N,X6200 GOR1A6210 LDA RANDOM6220 AND #36230 BEQ GOR1A6240 ;6250 STA HSTEP,X6260 LDA PDIRECTION,X6!t}270 EOR #$406280 STA PDIRECTION,X6290 GORX6300 RTS 6310 ;6320 ;-----------------------------6330 .BYTE !u}"(c) 1985, "6340 .BYTE "ANTIC PUBLISHING"6350 ENDCODE6360 *= $02E06370 .WORD STARTOFCODE6380 .OPT NO LI!v}ST6390 .END 110 ;0120 .TITLE "MULTI-COLOR PLAYER"0130 ; V.100685, BY PATRICK BASS0140 ; (c) 1985, ANTIC PUBLISHI  <~~B~Z$~~<<<<~</Ң`abctuv0-1w Bt) iuA vY iw2>`eabec`22%{}284R,*(&$" RTVXڸ2468: $ :8642{ | } 2 2 2 2{ s  %|}82i`8s s )} s ) w Iw `s } s ɩ8 s ) w Iw `8o o 3} 2U3 %}}o ) w I@w `o } o ɽ8 o ) w I@w `(c) 1985, ANTIC PUBLISHING0~~xxPBii$_RLto ɽ8 o ) w I@w `(c) 1985, ANTIC PUBLISHING0~~xxPBii(z|LF Uԅ֩שբ w؅բ w F`ԩՠH Uh F`I FΞ0A  i/DE  -}Uԅ֩ש w F`' Uօԩשբ: w FΝLu fXpԥ`xԍҭ)Lk ` `֑-}`?a Uԅ֩թע w؅ע w F`6>ɭ (c)Uh F`I FΞ0A  i/DE  ,@8\:Ȍ@ψ@ϭ@LȌ`ϠTU9 9^ j 8!8z]   ϭtL9 91}9 9 9 99 9L9]Di :EHIiB VؽHI 91):899 9HI]D:E 1}9 99 9|DEHI 9 9B]:Wϱ~ ϱiiǩϩƍ1}ttt t ttttt8?ύ[:DEHI BLV BLVZDEBLVD1:DUP.SYSD8:1}MEM.SAVAxlon 128K Ram Disk Patch by P.L. 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( kCOLOR TABLEn-@@x&6-9}&8, @A&6-@&8, @A&6-@&8, @A&6-@&8,9} @ A&6-@&8, @(A&6-@&8, @2A&6-@&8, @6A9}&6-@"&8, @DA&6-@&8, @HA&6-@&8, @RA&69}-@&8, @`A&6-@&8, @dA&6-@&8, @hA&6-@&9}8, @vA&6-@&8, @A&6-@ &8, @A&6-@&8, @9}A"&6-@&8, @A,&6-@&8, AA6&6-@$&8, AA9}@&6-@&8, AAJ&6-@&8, AAT&6-@&8, A$A^&6-@ 9}&8, A(Ah&6-@&8, A2Ar&6-@&8, A@A|&6-@ &8, 9}ADA&6-@&8, AHA&6-@!&8, AVA&6-@ &8, A`A9}&6-@&8, AdA&6-@!&8, ArA&6-@ &8, AvA&69}-@&8, AA&6-@&8, AA&6-@&8, AA&6-@&9}8, AA&6-@&8, AA&6-@&8, AA&6-@&8, A9}A&6-@&8, A A&6-@&8, A$A&6-@&8, A(A&9}&6-@#&8, A6A0&6-@&8, A@A:&6-@&8, ADAD&6-@"9}&8, ARAN6-@X$$67<,.>:8@%@$,,b4467%@<%@,.>:8@%@$9},,l4467%@<%@,.>:8@%@$,,v {00PRINT 2 LINES OF DOTS FOR EACH SCREEN LINEB-@9}@$67<,. 167<,. >67<,. 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