-
Notifications
You must be signed in to change notification settings - Fork 1
/
Copy pathAvalanche.asm
2490 lines (2490 loc) · 57.1 KB
/
Avalanche.asm
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
*****************************
* *
* 'AVALANCHE' *
* written by: TOMMY BENNETT *
* *
*****************************
;
;OS SYMBOLS !!!
;
COLPM0 = $02C0 ;P/M COLORS
COLPM1 = $02C1
COLPM2 = $02C2
COLPM3 = $02C3
COLPF0 = $02C4 ;PLAYFIELD COLORS
COLPF1 = $02C5
COLPF2 = $02C6
COLPF3 = $02C7
COLBK = $02C8
CHBASE = $02F4 ;CHAR. SET ADDRESS
HPOSP0 = $D000 ;P/M HORIZONTAL
HPOSP1 = $D001 ;REGISTERS
HPOSP2 = $D002
HPOSP3 = $D003
P0PF = $D004 ;COLLISION
P1PF = $D005 ;REGISTERS
P2PF = $D006
P3PF = $D007
P0PL = $D00C
P3PL = $D00F
GRACTL = $D01D ;GRAPHICS CONTROL
HITCLR = $D01E ;COLLISION CLEAR
WSYNC = $D40A ;WAIT FOR SYNC
NMIEN = $D40E ;INTERRUPT ENABLE
PRIOR = $026F ;PRIORITY
DMACTL = $022F ;DMA CONTROL
AUDF1 = $D200 ;AUDIO
AUDC1 = $D201 ;REGISTERS
AUDF2 = $D202
AUDC2 = $D203
AUDF3 = $D204
AUDC3 = $D205
AUDF4 = $D206
AUDC4 = $D207
AUDCTL = $D208
SETVBV = $E45C ;VBLANK SET
XITVBV = $E462 ;VBLANK EXIT
SIOINV = $E465 ;SIO INIT
CONSOL = $D01F ;CONSOLE KEYS
PCOLR2 = $02C2 ;P/M COLOR
PCOLR3 = $02C3 ;
STICK0 = $0278 ;STICK
STRIG = $0284 ;STICK TRIGGER
RANDOM = $D20A ;RANDOM #
ATRACT = $4D ;ATTRACT MODE FLAG
PMBASE = $D407 ;P/M ADDRESS
DLISTL = $0230 ;DISPLAY...
DLISTH = $0231 ;LIST ADDR
PMAREA = $3800 ;P/M MEMORY
PLAY0 = PMAREA+$0400
PLAY1 = PMAREA+$0500
PLAY2 = PMAREA+$0600
PLAY3 = PMAREA+$0700
DISP = $3600 ;DISPLAY MEMORY
DISP1 = DISP+20
DISP2 = DISP+40
DISP3 = DISP+60
DISP4 = DISP+80
DISP5 = DISP+100
DISP7 = DISP+140
DISP22 = DISP+440
CHSET = $3800 ;CHAR. SET ADDR
;
;PAGE 0 VARIABLES
;
*= $80
LO *= *+1 ;2-BYTE...
HI *= *+1 ;WORK ADDRESS
TIMER *= *+1 ;EVENT TIMER
LVL *= *+1 ;LEVEL #
OPT *= *+1 ;OPTION KEY FLAG
TOG *= *+1 ;EASY/HARD VALUE
PADCT *= *+1 ;JUMPING PAD INDEX
COLR *= *+1 ;COLOR WORK REG.
PNT *= *+1
TOM *= *+1 ;LIVES
FILE *= *+2 ;PAD COLOR POINTER
TIMES4 *= *+1 ;PLOT WORK AREA
;
;USER SYMBOLS !!!
;
*= $0600
PCOL *= *+1 ;PL COL #
PROW *= *+1 ;PL ROW #
NUMSQ *= *+1 ;# OF SQ'S
TIME *= *+1 ;DELAY TIM
SCOL *= *+1 ;SNK COL #
SROW *= *+1 ;SNK ROW #
PXPOS *= *+1 ;PL XPOS
PYPOS *= *+1 ;PL YPOS
XPOSP1 *= *+1 ;POSITIONS
XPOSP2 *= *+1 ;OF
XPOSP3 *= *+1 ;PLAYERS..
YPOSP1 *= *+1 ;
YPOSP2 *= *+1 ;
YPOSP3 *= *+1 ;
COUNT1 *= *+1 ;
COUNT2 *= *+1 ;
COUNT3 *= *+1 ;
COUNT4 *= *+1 ;
LEVEL *= *+1 ;
ROUND *= *+1 ;
START *= *+1 ;
LENGTH *= *+1 ;
LENGTH3 *= *+1
ADDNUM3 *= *+1
PLAYER *= *+2
SCORE *= *+6 ;SCORE DIGITS
BACK *= *+1 ;PLAY END REASON
ADDNUM *= *+1
ADD *= *+1
SUM *= *+1 ;SCORE ADD VALUE
FALOFF *= *+1 ;FALL FLAG
DIRFLG *= *+1 ;DIRECTION FLAG
SO1FLG *= *+1 ;SOUND FLAGS
SO2FLG *= *+1
SO3FLG *= *+1
SO4FLG *= *+1
MOVFLG *= *+1 ;MOVE FLAG
WARN *= *+1
WARN1 *= *+1
PITCH1 *= *+1 ;PITCH FLG
PITCH2 *= *+1 ;
PITCH3 *= *+1 ;
PITCH4 *= *+1 ;
DIRECT *= *+1 ;DIRECTION SAVE
DRP1 *= *+1 ;DROP FLAGS
DRP2 *= *+1
BAL1FLG *= *+1 ;ROCK FLAGS
BAL2FLG *= *+1
B1MOV *= *+1 ;ROCK MOV
B2MOV *= *+1 ;FLAG'S..
B3MOV *= *+1
B1DRP *= *+1
B2DRP *= *+1
B3DRP *= *+1
B1DIR *= *+1
B2DIR *= *+1
B3DIR *= *+1
B1DRW *= *+1
B2DRW *= *+1
B3DRW *= *+1
FNB1DRP *= *+1
FNB2DRP *= *+1
FNB3DRP *= *+1
MAN *= *+1 ;GREEN MAN
GRNFLG *= *+1 ;GREEN MAN PRESENT
OUTFLG2 *= *+1
GRNDIR *= *+1 ;GREEN DIRECTION
GCOL *= *+1 ;GREEN MAN COLUMN
GROW *= *+1 ;GREEN MAN ROW
GRNDRP *= *+1 ;GREEN DROP FLAG
GRNMOV *= *+1 ;GREEN MOVE FLAG
GRNFNDRP *= *+1 ;GREEN DROP FINISH
OUTFLG *= *+1
GRDIR *= *+1 ;GEORGE DIRECTION
GRGFLG *= *+1 ;GEORGE PRESENT
GRGDRP *= *+1 ;GEORGE DROP
FNGRDRP *= *+1 ;GEORGE DROP FINISH
GRGMOV *= *+1 ;GEORGE MOVE FLAG
HPOS *= *+3 ;TMP LOC..
TEMP *= *+1
TEMP1 *= *+1
COL *= *+1 ;PLOT COLUMN
ROW *= *+1 ;PLOT ROW
;
;AVALANCHE CONTROL CODE
;
*= $2000
STRTIT JSR SIOINV ;INIT SOUNDS
LDA #0 ;SET AUDIO CONTROL
STA AUDCTL
LDA #1 ;SET EASY MODE
STA OPT
LDA #174
STA TOG
JSR PMCLR
JSR SETCHR ;SET UP CHARSET
JSR INILVL ;SET LEVEL INFO
JSR SCREEN ;INIT SCREEN
JSR SHOLIV ;SHOW LIVES
JSR SNDOFF ;NO SOUNDS
JSR ZEROSC ;ZERO SCORE
LDX #15 ;DISPLAY...
SETAUTH LDA TITLE,X ;TITLE,
STA DISP3+2,X
LDA AUTHOR,X ;AUTHOR,
STA DISP22+2,X
LDA MAGMSG,X ;MAGAZINE
STA DISP22+22,X
DEX
BPL SETAUTH
CKSTRG LDA STRIG ;TRIG PRESSED?
BNE NOSTRG ;NO!
JSR INILVL ;INIT LEVEL
JSR SCREEN ;INIT SCREEN
JSR SHOLIV ;SHOW LIVES
JSR ZEROSC ;ZERO SCORE
LDA #0 ;NO ATTRACT MODE
STA ATRACT
JMP READY ;GO TO IT!
NOSTRG LDA CONSOL ;GET CONSOLE
CMP #3 ;OPTION PRESSED?
BNE SHODIF ;NO!
LDA TOG ;GET DIFFICULTY
CMP #174 ;NORMAL?
BNE NORMAL ;NO, SET NORMAL
LDA #168 ;SET HARD
STA TOG
LDA #1
BNE SETDIF
NORMAL LDA #174 ;NORMAL DIFFICULTY
STA TOG
LDA #0
SETDIF STA OPT ;SAVE DIFF
JSR STODIF ;AND INITIALIZE
SHODIF LDA TOG ;GET DIFF CHAR
STA DISP+9 ;SHOW ON SCREEN
LDA #20 ;WAIT 20 JIFFIES
JSR WAIT
JMP CKSTRG ;LOOP BACK
READY JSR CLINE3 ;CLEAR SCREEN LINE 3
JSR CLINE22 ;AND LINE 22
LDA LEVEL ;GET LEVEL
ORA #$10
STA DISP+18 ;SHOW ON SCREEN
LDA ROUND ;GET ROUND
ORA #$10
STA DISP1+18 ;SHOW ON SCREEN
LDX #7 ;SHOW READY!
SHORDY LDA RDYMSG,X
STA DISP3+6,X
DEX
BPL SHORDY
LDA #120 ;WAIT 120 JIFFIES
JSR WAIT
JSR CLINE3 ;ERASE LINE 3
LDA #20
STA TIME
LDX ROUND ;GET ROUND #
LDA R1SET,X ;AND SET COLORS
STA DLI4C1+1
LDA R2SET,X
STA DLI4C2+1
LDA R3SET,X
STA DLI4C3+1
LDA R4SET,X
STA DLI4C4+1
JSR SETLD ;INIT DIFF FACTORS
JSR GAME ;GO TO MAIN GAME
LDA #1 ;RESET START FLAG
STA START
JSR SNDOFF ;TURN OFF SOUND
LDA BACK ;GET PLAY END REASON
CMP #1 ;SCREEN COMPLETED?
BEQ LVLEND ;YES!
JMP CKDED2 ;NO, CHECK DEATH
LVLEND INC ROUND ;NEXT ROUND
JSR BONUS ;DO BONUS
JSR BONLIF ;CHECK BONUS LIFE
LDA #0 ;NO ATTRACT MODE
STA ATRACT
LDA ROUND ;GET ROUND #
CMP #5 ;ROUND 5?
BNE NOTR5 ;NO!
INC LEVEL ;NEXT LEVEL!
LDA #1 ;RESET ROUND #
STA ROUND
LDA LEVEL ;SAVE LEVEL #
STA LVL
JSR SCREEN ;SET SCREEN
JMP NEWLVL ;NEW LEVEL
NOTR5 LDA #0 ;0 # OF SQUARES
STA NUMSQ
JSR SCREEN ;SET SCREEN
JMP READY ;WE'RE READY!
NEWLVL JSR CLINE22 ;CLEAR LINE 22
LDX #4 ;NEW LEVEL MESSAGE
SHOLVL LDA LVMSG,X
STA DISP22+7,X
DEX
BPL SHOLVL
LDA LEVEL ;SHOW LEVEL #
ORA #$10
STA DISP22+13
LDX #11 ;MAKE LEVEL SOUND
NLSND LDA #150 ;SET SOUND,
STA AUDF1
LDA #168
STA AUDC1
LDA #28 ;SET COLORS
STA DLI4C1+1
LDA #136
STA DLI4C2+1
LDA #6 ;WAIT 6 JIFFIES
JSR WAIT
LDA #50 ;CHANGE SOUND
STA AUDF1
LDA #136 ;AND COLORS
STA DLI4C1+1
LDA #28
STA DLI4C2+1
LDA #6 ;WAIT AGAIN
JSR WAIT
DEX ;MORE SOUNDS?
BPL NLSND ;YES!
LDA #0 ;TURN OFF SOUND
STA AUDC1
JSR CLINE22 ;ERASE LINE 22
LDA LEVEL ;GET LEVEL #
CMP #7 ;LEVEL 7?
BNE NOT7 ;NO!
LDA #6 ;MAKE IT 6 AGAIN
STA LVL
NOT7 LDA #0 ;RESET PLAY FLAG
STA BACK
STA NUMSQ ;AND # SQUARES
JMP READY ;GO PLAY!
CKDED2 CMP #2 ;HIT BY ROCK?
BEQ DEAD2 ;YES!
JMP CKDED3 ;NO, WE FELL.
DEAD2 DEC TOM ;1 LESS LIFE
LDX #15 ;DO DEATH SOUND
DEDSND LDA #120 ;SET SOUND
STA AUDF1
TXA
ORA #$10
STA AUDC1
LDA #5 ;WAIT 5 JIFFIES
JSR WAIT
DEX ;NEXT SOUND
BPL DEDSND
JMP CHKEND ;CHECK END OF GAME
CKDED3 DEC TOM ;1 LESS LIFE
LDA #1 ;RESET PRIORITY
STA PRIOR
CHKEND JSR BONLIF ;BONUS LIFE CHECK
LDA TOM ;MORE LIVES?
BNE NOTEND ;YES!
LDX #8 ;NO, SHOW END MESSAGE
SHOEND LDA ENDMSG,X
STA DISP3+6,X
DEX
BPL SHOEND
JMP CKSTRG ;GO CHECK RESTART
NOTEND JSR SHOLIV ;SHOW LIVES LEFT
JMP READY ;AND PLAY!
CLINE3 LDX #19 ;ERASE 3RD SCREEN LINE
LDA #0
CL3LP STA DISP3,X
DEX
BPL CL3LP
RTS
CLINE22 LDX #39 ;ERASE LAST 2...
LDA #0 ;SCREEN LINES
CL22LP STA DISP22,X
DEX
BPL CL22LP
RTS
WAIT STA TIMER ;SET TIMER
WAITLP LDA TIMER ;GET TIMER
BNE WAITLP ;NOT ZERO YET
RTS ;TIME'S UP!
SETCHR LDX #0 ;COPY CHAR SET
MOVCHR LDA $E000,X
STA CHSET,X
LDA $E100,X
STA CHSET+$0100,X
DEX
BNE MOVCHR
LDX #47 ;AND CHANGE...
CHGCHR LDA NEWCHR,X ;THE CHARACTERS...
STA CHSET+24,X ;WE'RE USING!
DEX
BPL CHGCHR
LDA # >CHSET ;TURN ON...
STA CHBASE ;OUT CHAR SET
LDA #62 ;TURN ON DMA
STA DMACTL
LDA # >DLIST ;POINT TO...
STA DLISTH ;OUR...
LDA # <DLIST ;DISPLAY...
STA DLISTL ;LIST!
LDA #3 ;TURN ON GRAPHICS
STA GRACTL
LDA # >PMAREA ;SET P/M AREA
STA PMBASE
LDA #38 ;SET COLORS
STA COLPM0
LDA #52
STA COLPM1
STA COLPM2
STA COLPM3
LDA #124 ;SET P/M POSITIONS
STA HPOSP0
LDA #116
STA HPOSP1
STA HPOSP2
STA HPOSP3
LDA #1 ;SET PRIORITY
STA PRIOR
LDA #15 ;SET MISC. COLORS
STA COLPF0
LDA #40
STA COLPF1
LDA #136
STA COLPF2
LDA #214
STA COLPF3
LDA # >DLI1 ;POINT TO DLI
STA $0201
LDA # <DLI1
STA $0200
LDX # >VBLANK ;SET VBLANK
LDY # <VBLANK
LDA #7
JSR SETVBV
LDA #0 ;CLEAR SCREEN
TAX
CLSCRN STA DISP,X
STA DISP+240,X
INX
CPX #240
BNE CLSCRN
LDA #192 ;TURN ON DLI,
STA NMIEN ;VBLANK!
RTS
VBLANK LDA TIMER ;GET TIMER
BEQ NOTIM ;IT'S ZERO!
DEC TIMER ;DECREMENT TIMER
NOTIM JMP XITVBV ;ALL DONE!
DLI1 PHA
LDA #$44 ;SET COLPF0
STA WSYNC
STA $D016
LDA # >DLI2 ;POINT TO DLI #2
STA $0201
LDA # <DLI2
STA $0200
PLA
RTI
DLI2 PHA
DLI2C1 LDA #$58 ;SET COLPF1
STA WSYNC
STA $D017
LDA # >DLI3 ;POINT TO DLI #3
STA $0201
LDA # <DLI3
STA $0200
PLA
RTI
DLI3 PHA
LDA $CB ;TOGGLE...
STA WSYNC ;FLASHING...
CMP #$28 ;ARROW...
BNE DLI3B ;COLORS
LDA #0
STA $CB
LDA $CC
BPL DLI3A
LDA #0
STA $CC
BEQ DLI3B
DLI3A LDA #$8E
STA $CC
DLI3B LDA $CC
STA $D016 ;PF 0
INC $CB
LDA # >DLI4 ;POINT TO DLI #4
STA $0201
LDA # <DLI4
STA $0200
PLA
RTI
DLI4 PHA
DLI4C1 LDA #$0E ;SET COLPF0
STA WSYNC
STA $D016
DLI4C2 LDA #$FC ;COLPF1
STA $D017
DLI4C3 LDA #$92 ;COLPF2
STA $D018
DLI4C4 LDA #$42 ;COLPF3
STA $D019
LDA # >DLI1 ;POINT TO DLI #1
STA $0201
LDA # <DLI1
STA $0200
PLA
RTI
SHOLIV LDA #70 ;MAN CHAR
STA DISP2
LDA #93 ;EQUAL SIGN
STA DISP2+1
LDA TOM ;GET # LIVES,
SEC ;PUT ON SCREEN
SBC #1
ORA #$10
STA DISP2+2
RTS
SCREEN LDA # >[DISP+169] ;POINT TO...
STA HI ;PAD AREA...
LDA # <[DISP+169] ;ON SCREEN
STA LO
LDA #1 ;AND SET UP PADS!
STA PADCT
SETPAD LDY PADCT
SPADLP LDA PADATA,Y
STA (LO),Y
DEY
BPL SPADLP
LDA PADCT
CLC
ADC #2
CMP #15
BEQ PADEND
STA PADCT
LDA LO
CLC
ADC #39
STA LO
LDA HI
ADC #0
STA HI
JMP SETPAD
PADEND JSR STODIF
LDA #0 ;ERASE...
STA DISP+18 ;LEVEL #
STA DISP+38 ;ROUND #
LDX #5 ;SHOW LVL/RND MESSAGES
SETLR LDA LVLMSG,X
STA DISP+12,X
LDA RNDMSG,X
STA DISP1+12,X
DEX
BPL SETLR
RTS
ZEROSC LDX #5 ;ZERO SCORE
ZSCLP LDA #16
STA DISP,X
LDA CHGMSG,X ;SET CHANGE TO MSG
STA DISP4,X
DEX
BPL ZSCLP
LDA #52 ;SET UP ARROWS...
STA DISP5+2 ;AND COLOR INDICATOR
LDA #47
STA DISP5+3
LDA #7
STA DISP7+1
LDA #67
STA DISP7+2
LDA #68
STA DISP7+3
LDA #8
STA DISP7+4
RTS
INILVL LDA #1 ;START AT...
STA LEVEL ;LEVEL 1,
STA LVL
STA ROUND ;ROUND 1
LDA #4 ;4 LIVES!
STA TOM
LDA #0 ;SET START FLAG
STA START
LDA #2 ;SET MISC VARIABLES
STA ROW
LDA #96
STA COLR
LDA #16
STA PNT
RTS
SNDOFF LDA #0 ;TURN OFF...
STA AUDC1 ;SOUND CHANNEL 1
STA AUDC2 ;SOUND CHANNEL 2
STA AUDC3 ;SOUND CHANNEL 3
STA AUDC4 ;SOUND CHANNEL 4
RTS
SETLD LDA LVL ;GET LEVEL
CMP #1 ;LEVEL 1?
BEQ L14 ;YES!
CMP #4 ;LEVEL 4?
BNE CL25 ;NO! CHECK 2/5
L14 LDA DLI4C2+1 ;SET COLOR
STA DLI2C1+1
RTS
CL25 CMP #2 ;LEVEL 2?
BEQ L25 ;YES!
CMP #5 ;LEVEL 5?
BNE L36 ;NO!
L25 LDA DLI4C3+1 ;SET COLOR
STA DLI2C1+1
RTS
L36 LDA DLI4C4+1 ;SET COLOR
STA DLI2C1+1
RTS
BONUS LDX #20 ;PLAY MUSIC
MUSLP LDA NOTE,X ;SET NOTE
STA AUDF1
LDA #$AA
STA AUDC1
LDA DUR,X ;SET DURATION
JSR WAIT ;WAIT,
JSR COLCYC ;CYCLE COLORS
DEX ;MORE NOTES?
BPL MUSLP ;YES!
LDX #60 ;DO DOWN-SLUR
MDOWN STX AUDF1
JSR COLCYC
LDA #2
JSR WAIT
INX
INX
INX
CPX #81
BCC MDOWN
MUP STX AUDF1 ;NOW UP-SLUR
JSR COLCYC
LDA #2
JSR WAIT
DEX
DEX
DEX
CPX #57
BNE MUP
LDA #0 ;RESET BACKGND COLOR
STA COLBK
LDA #96
STA COLR
LDX #10 ;AND FADE OUT...
FADE TXA ;LAST NOTE
ORA #$A0
STA AUDC1
LDA #4
JSR WAIT
DEX
BPL FADE
LDA #0 ;SHUT OFF SOUND
STA AUDC1
LDX #9 ;SHOW BONUS MESSAGE
SHOBMS LDA BONMSG,X
STA DISP22+5,X
DEX
BPL SHOBMS
LDA SCORE+2 ;ADD 1000 POINTS
CLC ;TO SCORE
ADC #1
CMP #26
BNE SHOSP2
LDA SCORE+1
CLC
ADC #1
CMP #26
BNE SHOSP2
LDA SCORE+1
CLC
ADC #1
STA SCORE+1
STA DISP+1
LDA #16
SHOSP2 STA SCORE+2
STA DISP+2
LDA #200 ;WAIT 200 JIFFIES
JSR WAIT
RTS
BONLIF LDA DISP+1 ;GET SCORE
CMP PNT ;> BONUS AMT?
BEQ BRRET ;NO!
BCS BONUSL ;YES!
BRRET RTS
BONUSL INC PNT ;INC BONUS LEVEL
INC TOM ;1 MORE LIFE
JSR SHOLIV ;SHOW LIVES
LDX #2 ;3 BONUS SOUNDS
LDA #32 ;PITCH = 32
STA AUDF1
BLS1 LDY #15 ;VOLUME 15
BLS2 TYA
ORA #$A0
STA AUDC1
LDA #3 ;LEAVE ON 3 JIFFIES
JSR WAIT
DEY ;NEXT VOLUME
BPL BLS2
DEX ;NEXT SOUND
BPL BLS1
LDA #0 ;TURN OFF SOUND
STA AUDC1
RTS
STODIF LDA OPT ;GET DIFF FLAG
STA OPTN1+1 ;STORE IN...
STA OPTN2+1 ;PROGRAM
LDA LEVEL ;GET LEVEL
CMP #3 ;LEVEL 3?
BNE NOTL3 ;NO!
LDA ROUND ;GET ROUND
CMP #1 ;ROUND 1?
BEQ SET1 ;YES!
CMP #3 ;ROUND 3?
BNE NOTL3 ;NO!
SET1 LDA #0 ;SET DIFFICULTY
STA OPTN2+1
DIFRTS RTS
NOTL3 LDA LEVEL ;GET LEVEL #
CMP #7 ;LEVEL 7?
BNE NOTL7 ;NO!
LDA #0 ;SET DIFF
STA OPTN1+1
RTS
NOTL7 CMP #8 ;LEVEL 8?
BEQ SET1 ;YES!
CMP #9 ;LEVEL 9?
BCC DIFRTS ;NO!
LDA #0 ;SET DIFF
STA OPTN1+1
BEQ SET1
COLCYC LDA COLR ;GET COLOR FLAG
CLC ;ADD 2
ADC #2
STA COLR ;SAVE IT
STA COLBK ;AND SET BACKGND
RTS
;
;----------------
;START OF PROGRAM
;----------------
;
GAME JSR SETUP ;INIT.....
JSR FIG1
;
;---------
;MAIN LOOP
;---------
;
MAIN LDA BACK ;BACK TO
CMP #$00
BEQ CHKSTK ;CONTROLLER?
RTS ;yes...
CHKSTK LDA MOVFLG ;ALREADY
CMP #1 ;MOVIN...
BNE A1 ;NO!
JSR MOVE.MAN ;YES, MOVE MAN
JMP A2
A1 LDA STICK0 ;CHK STICK
STA DIRECT ;SAVE STICK POS
JSR MOVE.MAN ;MOVE MAN
A2 JSR ROCK2 ;HANDLE ROCK 2
LDA TEMP ;GET ADVANCE FLAG
OPTN1 CMP #1 ;0/1 SETS DIFFICULTY
BNE A6 ;NO ADVANCE!
LDA #0 ;RESET ADV FLAG
STA TEMP
JSR ROCK3 ;HANDLE ROCK 3
JMP A5 ;SKIP NEXT CODE
A6 LDA #1 ;SET ADV FLAG
STA TEMP
A5 LDA TEMP1 ;GET ADV FLAG 2
OPTN2 CMP #1 ;0/1 SETS DIFFICULTY
BNE A3 ;NO ADVANCE!
LDA #0 ;RESET ADV FLAG 2
STA TEMP1
JSR ROCK1 ;HANDLE ROCK 1
JMP A4
A3 LDA #1 ;SET ADVANCE FLAG
STA TEMP1
A4 JSR SOUND ;DO SOUNDS
JSR CHECK ;CHECK SQUARES HIT
JSR CLEAR ;RESET P/M COLLISION
JSR DELAY ;DELAY...
JSR PL.PL ;CHECK PLR-PLR COLL.
JMP MAIN ;GO AGAIN
;
;-------------------
;MOVE MAN SUBROUTINE
;-------------------
;
MOVE.MAN LDA SO1FLG ;CHK SOUND
CMP #1 ;FLG
BNE CHECKDIR
RTS
;
CHECKDIR LDA DIRECT ;GET STICK...
CMP #9 ;DIRECTION
BNE B1
JMP DNLEFT0 ;DOWN & LEFT
B1 CMP #5
BNE B2
JMP DNRIGHT0 ;DOWN & RIGHT
B2 CMP #6
BNE B3
JMP UPRIGHT0 ;UP & RIGHT
B3 CMP #10
BNE B4
JMP UPLEFT0 ;UP & LEFT
B4 RTS
;
;---------
;ROCK1 SUB
;---------
ROCK1 LDA SO2FLG ;SOUND ON?
CMP #1
BNE C1 ;NO!
RTS
C1 LDA DRP1 ;DROPPING?
CMP #80
BEQ C11 ;NO!
INC DRP1 ;NEXT DROP
RTS
C11 LDA B1MOV ;MOVING...
CMP #1
BNE C2
JMP MOVE1 ;YES...
C2 LDA B1DRP ;DROPED??
CMP #1
BEQ C3 ;YES...
LDA RANDOM ;NOT YET..
BMI C4
RTS ;DONT DROP
C4 LDA #1 ;SET DRP..
STA B1DRP
JSR BAL1DRW ;DRAW ROCK
C3 LDA FNB1DRP ;FINISHED..
CMP #1
BNE DROP1 ;NO...
JMP GETDIR1
;
DROP1 JSR DOWN1 ;DROP...
JSR DOWN1
JSR DOWN1
JSR DOWN1
LDA YPOSP1 ;FINISHED..
CMP #109
BCS D1 ;YES...
RTS ;NO....
D1 LDA #1
STA FNB1DRP ;SET FLG..
STA SO2FLG ;SOUND FLG
LDA #$AF
STA PITCH2 ;PITCH...
RTS ;RETURN...
;
GETDIR1 LDA #1 ;GET DIRECT
STA B1MOV
LDA RANDOM
BMI E1
LDA #0 ;0=DNRIGHT
STA B1DIR
JMP MOVE1
E1 LDA #1 ;1=DNLEFT
STA B1DIR
;
MOVE1 LDA B1DIR ;WHICH WAY?
CMP #1 ;DNLEFT??
BNE F1 ;NO....
JMP DNLEFT1 ;YES...
F1 JMP DNRIGHT1
;
;----------
;ROCK 2 SUB
;----------
ROCK2 LDA SO3FLG ;SOUND ON?
CMP #1
BNE G1 ;NO!
RTS
;
G1 LDA DRP2 ;DROPPING?
CMP #40
BEQ G11 ;NO!
INC DRP2 ;INC DROP COUNT
RTS
G11 LDA GRNFLG ;GRN MAN
CMP #1 ;OUT....
BNE G2
JMP GREEN ;YES...
G2 LDA BAL1FLG ;ROCK OUT??
CMP #1
BNE G3
JMP MOVBAL2 ;YES...
G3 LDA ROUND ;CAN GREEN
CMP #2 ;COME OUT??
BNE G4 ;NO...
JMP GRNCAN ;YES...
G4 CMP #4
BEQ GRNCAN
JMP MOVBAL2 ;NO....
;
GRNCAN LDA MAN
CMP #50
BEQ MOVBAL2
LDA OUTFLG2 ;ROCK COME
CMP #2 ;TWICE....
BCC MOVBAL2
LDA RANDOM ;GREEN OR
BMI MOVBAL2 ;ROCK....
INC MAN ;IT'S GREEN MAN!
JMP GREEN
;
MOVBAL2 LDA B2MOV ;MOVING...
CMP #1
BNE H2 ;NO...
JMP MOVE2 ;YES...
H2 LDA B2DRP ;DROPPED??
CMP #1
BEQ H3 ;YES...
LDA RANDOM ;NOT YET...
BMI H4
RTS
H4 LDA #1 ;SET DRP..
STA B2DRP
STA BAL1FLG
INC OUTFLG2
JSR BAL2DRW ;DRAW ROCK
H3 LDA FNB2DRP ;FINISHED..
CMP #1
BNE DROP2 ;NO...
JMP GETDIR2
;
DROP2 JSR DOWN2 ;ADVANCE...
JSR DOWN2 ;FOUR...
JSR DOWN2 ;TIMES
JSR DOWN2
LDA YPOSP2 ;DONE DROPPING?
CMP #109
BCS I1 ;YES!
RTS
I1 LDA #1 ;FINISHED!
STA FNB2DRP
STA SO3FLG
LDA #$AF ;SET SOUND 3
STA PITCH3
RTS
;
GETDIR2 LDA #1 ;ROCK 2 MOVING
STA B2MOV
LDA RANDOM ;GET RANDOM DIR
BMI J1
LDA #0 ;IT'S DOWN & RIGHT!
STA B2DIR
JMP MOVE2 ;GO MOVE IT!
J1 LDA #1 ;IT'S DOWN & LEFT!
STA B2DIR
;
MOVE2 LDA B2DIR ;WHICH DIR
CMP #1 ;DN & LEFT?
BNE K1 ;NO!
JMP DNLEFT2
K1 JMP DNRIGHT2
;
GREEN LDA #1 ;SET GRNFLG
STA GRNFLG
LDA #0
STA OUTFLG2
LDA GRNMOV ;MOVING?
CMP #1
BNE L1 ;NO!
JMP MOVEGRN ;YES, MOVE IT!
L1 LDA GRNDRP ;DROP YET?
CMP #1
BEQ L2 ;NO!
LDA #1 ;SET FLG...
STA GRNDRP ;FOR DROP
JSR GRN0 ;DRAW
L2 LDA GRNFNDRP ;DROP DONE?
CMP #1
BNE DROPGRN ;NO!
JMP GEDIRGRN ;YES, GET DIRECTION
DROPGRN JSR DOWN2 ;MOVE...
JSR DOWN2 ;DOWN...
JSR DOWN2 ;FOUR...
JSR DOWN2 ;TIMES!
LDA YPOSP2 ;DROP DONE?
CMP #104
BCS M1 ;YES!
RTS
M1 LDA #1 ;SET DROP DONE FLAG
STA GRNFNDRP
STA SO3FLG
LDA #$AF ;AND SOUND!
STA PITCH3
RTS
;
GEDIRGRN LDA #1 ;SET GREEN MOVE FLAG
STA GRNMOV
INC GROW ;INC GREEN ROW
INC GROW
LDA RANDOM ;GET RANDOM COL MOVE
BMI N1
LDA #0 ;DOWN & RIGHT
STA GRNDIR
INC GCOL ;INCREMENT COLUMN
JSR GRN0 ;DRAW FACING RIGHT