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Bonk.asm
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;*****************************
;* BONK *
;* Copyright 1984 *
;* Programmed by James Hague *
;* Using MAC/65 by OSS Inc. *
;*****************************
;
;HARDWARE REGISTERS
;
RANDOM = $D20A ;Random #s
GRACTL = $D01D ;Graphic ctrl
AUDC1 = $D201 ;Audio controls
AUDC2 = $D203
AUDC3 = $D205
AUDC4 = $D207
AUDF1 = $D200 ;Audio frequency
AUDF2 = $D202
AUDF3 = $D204
AUDF4 = $D206
AUDCTL = $D208
HPOSP0 = $D000 ;Pl. 0 horiz.
HPOSP1 = $D001 ;Pl. 1 horiz.
P0PF = $D004 ;P0 to PF coll.
P0PL = $D00C ;P0 to PL coll.
HITCLR = $D01E ;Collision clear
CONSOL = $D01F ;Console buttons
PMBASE = $D407
SETVBV = $E45C ;VBLANK vectors
XITVBV = $E462 ;VBLANK exit
SIOINV = $E465 ;Initialize SIO
;
;SHADOW REGISTERS
;
CLOCK = $14 ;Real time clock
ATTRACT = $4D
DMACTL = $022F ;DMA control
SDLSTL = $0230 ;Dlist pointer
GPRIOR = $026F
STICK = $0278 ;Joystick 0
COL0 = $02C4 ;Color regs.
COL1 = $02C5
COL2 = $02C6
COL3 = $02C7
PCOL0 = $02C0 ;Player colors
PCOL1 = $02C1
CHBAS = $02F4 ;Character base
CH = $02FC ;Keyboard buffer
;
*= $80
;
;GAME VARIABLES
;
SCORE .DS 3 ;Player's score
LEVEL .DS 1 ;Current level
SLEVEL .DS 1 ;Starting level
BLEVEL .DS 1 ;Binary level
BOARD .DS 1 ;Current board
LIVES .DS 1 ;Remaining lives
TIME .DS 2 ;Bonus timer
DIE .DS 1 ;Death flag
P0Y .DS 1 ;Pl0 y position
P0X .DS 1 ;Pl0 x position
GAMCTL .DS 1 ;Game control
ENXPOS .DS 3 ;Enemy X pos.
ENYPOS .DS 3 ;Enemy Y pos.
ENXADD .DS 1 ;Enemy X add
ENYADD .DS 1 ;Enemy Y add
ENBOUN .DS 3 ;En bounce flags
ENDIR .DS 3 ;Enemy direction
BDIST .DS 1 ;Bounce distance
ENAN .DS 1 ;Enemy pointer
PLAN .DS 1 ;Play. pointer
FLASH .DS 1 ;Treas. flasher
FREEZE .DS 2 ;Freeze timers
FTIME .DS 1 ;Freeze time
WAIT .DS 4 ;Time delay
TEMP .DS 2 ;Temp storage
DIR .DS 1 ;Jstick direct.
TOTAL .DS 1 ;Jewels/board
COUNT .DS 1 ;Jewels/taken
BONK .DS 1 ;Bounce sound
DING .DS 1 ;Bell sound
WSND .DS 1 ;Eat wall sound
ENEMY .DS 10 ;Enemy image
PLAYER .DS 8 ;Player image
LO .DS 2 ;General pointer
VLO .DS 2 ;Ditto
POINT .DS 2 ;Play. pointer
;
;RESERVED MEMORY
;
*= $2000
;
PM .DS $0400 ;Pmbase
PL0 .DS $0100
PL1 .DS $0100
PL2 .DS $0100
PL3 .DS $0100
;
DISP = $1D00 ;Display area
CHSET = $2000 ;New char set
LOTBL = $2200 ;Plotter table
HITBL = LOTBL+50
;
*= $2800 ;Program start
;
;SET-UP PLOTTER
;
GAME JSR SIOINV ;Init sounds
LDA # <DISP+80
STA LO
LDA # >DISP+80
STA LO+1
LDX #2
SEPL LDA LO+1
STA HITBL,X
LDA LO
STA LOTBL,X
CLC
ADC #20
STA LO
BCC SEP2
INC LO+1
SEP2 INX
CPX #24
BNE SEPL
LDA #0
STA SLEVEL
;
;REDEFINE CHARSET
;
TAX ;Move set
MSET LDA $E000,X
STA CHSET,X
LDA $E0FF,X
STA CHSET+$FF,X
INX
BNE MSET
LDA # >CHSET ;Install it
STA CHBAS
LDX #119 ;Redefine set
RDEF LDA CDAT,X
STA CHSET+8,X
DEX
BPL RDEF
LDX #7
RDEF2 LDA CDAT2,X
STA CHSET+216,X
DEX
BPL RDEF2
;
GO LDA #0 ;Turn off VBI
STA GAMCTL
JSR PMCLR ;No players
JSR QUIET ;No sound
;
;TITLE SCREEN
;
LDA # <TDL ;Point to title
STA SDLSTL ;screen display
LDA # >TDL ;list.
STA SDLSTL+1
LDA #200 ;Set up title
STA COL0 ;colors.
LDA #120
STA COL1
LDA #70
STA COL2
;
START LDA CONSOL ;Start key
ROR A ;pressed?
BCC ST1 ;Yes!
;
;LEVEL SELECTION
;
ROR A ;Select pressed?
BCS START ;No, skip this.
INC SLEVEL ;Yes, start at
LDA SLEVEL ;next level.
CMP #9 ;Highest level?
BNE Z1 ;No, continue.
LDA #0 ;Yes, reset and
STA SLEVEL ;store it.
Z1 CLC ;Add 1 to start-
ADC #1 ;ing level #
ORA #16 ;Add color
STA TITLE+73 ;and show it
Z2 LDA CONSOL ;Get keys again
CMP #5 ;Key released?
BEQ Z2 ;No, wait for it
BNE START ;Branch always!
;
ST1 LDA CONSOL
ROR A
BCC ST1
LDA #0 ;Set variables
STA SCORE ;that are set
STA SCORE+1 ;once per game.
STA SCORE+2
STA BOARD
LDA #3 ;3 lives
STA LIVES
LDA SLEVEL ;Set level
STA LEVEL
STA BLEVEL
;
NEWLEV LDA #0 ;Turn off VBI
STA GAMCTL
LDA LEVEL ;Get BCD level
SED
CLC
ADC #1 ;And raise it
CLD
STA LEVEL ;Then store.
LDX BLEVEL ;Get bin. level
CPX #15 ;Highest level?
BEQ SAMEL ;Yes, keep it.
INC BLEVEL ;No, raise it.
SAMEL LDX BOARD ;Get board #
CPX #3 ;Highest board?
BEQ BRD1 ;Yes, reset
INC BOARD ;and store
BNE SETLEV ;Branch always!
;
BRD1 LDX #1 ;Reset board #
STX BOARD
LDA LIVES ;And give extra
CMP #9 ;life
BEQ SETLEV
INC LIVES
SETLEV LDX BLEVEL ;Binary level
LDA DEL1-1,X ;Set up delay
STA WAIT
LDA #5
STA WAIT+2
LDA BOUN-1,X ;Get bounces
STA BDIST
LDA FTM-1,X ;Get freeze time
STA FTIME
LDX BOARD ;Board #
LDA TOT-1,X ;Get jewels
STA TOTAL
LDA # <DL ;Install DL
STA SDLSTL
LDA # >DL
STA SDLSTL+1
;
NEWLIFE JSR QUIET ;No sound.
LDA #0 ;Zero items
STA GAMCTL ;that must be
STA DIE ;zeroed for each
STA COUNT ;new life
STA DIR
STA HITCLR
STA ENXADD
STA ENYADD
STA WAIT+1
STA WAIT+3
STA TIME+1
STA ENAN ;Reset pointers
STA PLAN
STA FLASH
LDX BLEVEL ;Set timer
LDA TIM-1,X
STA TIME
LDY # <VBI ;Deferred VBI
LDX # >VBI
LDA #7
JSR SETVBV
;
;DRAW SCREEN
;
LDA BOARD ;Get board #
ASL A ;Times 2
TAX ;use as index
LDA BDTBL-2,X ;Board lo byte
STA LO
LDA BDTBL-1,X ;Hi byte of it
STA LO+1
LDY #0 ;Draw 1st part
DR1 LDA (LO),Y ;Get screen byte
STA DISP+80,Y ;and show it
INY
CPY #240
BNE DR1
CLC
LDA LO ;point to part 2
ADC #240
STA LO
BCC DR2
INC LO+1
DR2 LDY #0
DR3 LDA (LO),Y ;Get byte
STA DISP+320,Y
INY
CPY #240
BNE DR3
;
;INITIALIZE
;
LDA #104 ;Color 0 is
STA COL0 ;purple
LDA #200 ;Color 1 is
STA COL1 ;green
LDA #0 ;Color 2 is
STA COL2 ;black
LDA #134 ;Color 3 is
STA COL3 ;blue
LDX #39 ;Print score
PS LDA SCL,X ;line
STA DISP,X
LDA #0
STA DISP+40,X
DEX
BPL PS
JSR SHOSC ;Show score
JSR SHOBO ;Show bonus
JSR SHOLI ;Show lives
LDA LEVEL ;Show level
LDY #74
JSR BCD
LDA BOARD ;Set initial
ASL A ;player
ASL A ;positions.
TAX
LDA IX-4,X ;Set player X
STA P0X
LDA IY-4,X ;and Y
STA P0Y
INX
LDY #2 ;Set all enemy
SET LDA IX-4,X ;X
STA ENXPOS,Y
LDA IY-4,X ;Y
STA ENYPOS,Y
LDA #0
STA ENDIR,Y ;Zero enemy
STA ENBOUN,Y ;status
INX
DEY
BPL SET ;Finish up
;
;P/M SET UP
;
JSR PMCLR ;Clear players
LDA # >PM ;Point to PM
STA PMBASE ;area
LDA #2 ;Set gractl
STA GRACTL
LDA #62 ;Set dmactl
STA DMACTL
LDA #1 ;Set priority
STA GPRIOR
LDA #218 ;Set pl0 color
STA PCOL0
LDA #26 ;Set enemy color
STA PCOL1
STA PCOL1+1
STA PCOL1+2
LDA P0X ;Draw player
STA HPOSP0 ;Set x pos.
LDY P0Y ;Get y
LDX #0
PD LDA PDAT,X ;Get player byte
STA PLAYER,X
STA PL0,Y ;And show it
INY
INX
CPX #8
BNE PD
LDX #9 ;Copy enemy data
CD LDA EDAT,X ;from memory to
STA ENEMY,X ;animation table
DEX
BPL CD
JSR DRAWEN ;Draw enemy
LDA #170 ;Introduction
STA AUDC1
LDX #5
IN LDA MUSIC,X
STA AUDF1
LDA #5
JSR DELAY
DEX
BPL IN
JSR QUIET
LDA #40
JSR DELAY
LDA #$FF ;Turn on the
STA GAMCTL ;VBI
;
;MAIN LOOP
;
MAIN JSR ENMOVE ;Move enemy
JSR SHOSC ;Show score
JSR SHOBO ;Show bonus
M1 LDA CONSOL ;Start pressed?
ROR A
BCC M4 ;Yes.
LDA CH
CMP #$21 ;Space bar?
BNE M2 ;No.
LDA #$FF
STA CH ;Reset keycode
EOR GAMCTL ;Flip pause
STA GAMCTL
BNE M2
JSR HUSH ;Peace and...
M2 LDA GAMCTL
BEQ M1
LDA DIE ;Player dead?
BNE M3 ;Yes.
LDA TIME ;Time up?
BEQ M3
LDA COUNT ;Level done?
CMP TOTAL
BNE MAIN
JMP LDONE
M3 JMP KILL ;Auuughh!
M4 JMP GO
;
;CLEAR PM
;
PMCLR LDA #0
TAX
PC STA PL0,X
STA PL1,X
STA PL2,X
STA PL3,X
INX
BNE PC
DE3 RTS
;
;SOUND OFF
;
QUIET LDA #0 ;Turn off sound
STA BONK
STA DING
STA FREEZE
STA WSND
HUSH STA AUDC1
STA AUDC2
STA AUDC3
STA AUDC4
STA AUDCTL
RTS
;
;DRAW ENEMY
;
DRAWEN LDA # <PL1 ;Draw all 3
STA POINT ;enemy
LDA # >PL1
STA POINT+1
LDA #0
STA TEMP
DE1 LDX TEMP
CPX #3
BEQ DE3
LDA ENXPOS,X ;Set x position
STA HPOSP1,X
LDY ENYPOS,X
LDX #0
DE2 LDA ENEMY,X
STA (POINT),Y
INY
INX
CPX #10
BNE DE2
INC TEMP
INC POINT+1
JMP DE1
;
;VBI
;
VBI CLD ;Kill decimal!
LDA GAMCTL ;Do this VBI?
BEQ EXIT ;No! Get out!
JSR PCHK ;Check player
JSR STUFF ;Do work
JSR ANIM ;Animate
JSR PLMOVE ;Move player
JSR SOUND ;Make noise
EXIT STA HITCLR ;Clear all hits
JMP XITVBV ;Go home!
;
;MOVE PLAYER
;
PLMOVE LDX #7 ;1st- erase
LDY P0Y ;player
LDA #0
STA ATTRACT ;Kill attract
ERPL STA PL0,Y
INY
DEX
BPL ERPL
LDX STICK ;2nd- get new
STX DIR ;player position
LDA P0X ;Get x position
CLC ;then add offset
ADC XOFF-5,X ;to old coord
STA P0X ;Save new pos.
STA HPOSP0 ;and show it
LDA P0Y ;Now repeat for
CLC ;y position.
ADC YOFF-5,X
STA P0Y
LDX #7 ;3rd- redraw
TAY
DRPL LDA PLAYER,X
STA PL0,Y
INY
DEX
BPL DRPL
RTS
;
;ENEMY HANDLER
;
ENMOVE LDA FREEZE ;Frozen?
BNE TWX ;Yup, ice cold.
LDA WAIT+1 ;Get 1st timer
BEQ TWO ;If 0, do next.
DEC WAIT+1 ;Decrement 1st
RTS ;And leave.
;
TWO LDA WAIT ;Reset 1st timer
STA WAIT+1
LDA WAIT+3 ;Get 2nd timer
BEQ MOVE ;If 0, move 'em
DEC WAIT+3 ;Decrement 2nd
TWX RTS
;
MOVE LDA WAIT+2 ;Reset 2nd
STA WAIT+3
LDX #0 ;Main counter
DOMOR JSR CHECK ;Check enemy
LDA ENBOUN,X ;Bouncing?
BEQ NOB ;No, continue.
DEC ENBOUN,X ;Yes,
JMP OUT ;Do next enemy.
;
NOB LDA ENXPOS,X ;Get x pos
CMP P0X ;Comp with play
BCC XLES ;Less than?
BNE XMOR ;More than?
LDA #0 ;Equal to, stop
BEQ DOY ;movement.
XMOR LDA #$FF ;More than, move
BNE DOY ;left.
XLES LDA #1 ;Less than, move
DOY STA ENXADD ;right.
LDA ENYPOS,X ;Get y pos
CMP P0Y ;Comp eith play
BCC YLES ;Less than?
BNE YMOR ;More than?
LDA #0 ;Equal to, stop
BEQ FINI ;movement.
YMOR LDA #$FF ;More than, move
BNE FINI ;left.
YLES LDA #1 ;Less than, move
FINI STA ENYADD ;right.
LDY #8 ;Convert to dir
CDIR LDA ENXADD ;Is x direction
CMP ENX,Y ;correct?
BNE AGA ;No, check more.
LDA ENYADD ;Is y direction
CMP ENY,Y ;correct?
BNE AGA ;Nope.
TYA
STA ENDIR,X ;It's correct!
BPL OUT ;Branch always!
;
AGA DEY ;Continue
BPL CDIR ;searching
OUT LDA ENDIR,X ;Get direction
TAY
LDA ENXPOS,X ;Update x pos
CLC
ADC ENX,Y
STA ENXPOS,X
LDA ENYPOS,X ;Update y
CLC
ADC ENY,Y
STA ENYPOS,X
INX
CPX #3
BNE DOMOR
JMP DRAWEN ;Draw enemy
;
CHECK LDA ENDIR,X ;Check if the
TAY ;enemy hit
LDA ENXPOS,X ;anything
SEC ;1st, scan on
SBC SCX,Y ;x axis
LSR A
LSR A
LSR A
STA ENXADD
LDA ENYPOS,X ;2nd, scan on
SEC ;y axis
SBC SCY,Y
LSR A
LSR A
LSR A
TAY ;Now, get point
LDA LOTBL,Y
STA LO
LDA HITBL,Y
STA LO+1
LDY ENXADD
LDA (LO),Y
AND #$3F ;Mask off color
BEQ L0 ;Hit anything?
CMP #27 ;Hit diamond?
BEQ L0 ;Yup, forget it
CMP #$0F ;Hit freezer?
BEQ L0 ;Yup, who cares
LDA BDIST ;A hit! Make the
STA ENBOUN,X ;enemy bounce!
LDA #16 ;Set sound
STA AUDF1
LDA #6
STA AUDC1
STA BONK
LDA RANDOM ;Get new direct.
AND #3
TAY
LDA BDIR,Y
STA ENDIR,X
BPL CHECK ;Check it out!
;
;CHECK PLAYER
;
PCHK LDA P0Y ;Get y pos
SEC ;And convert to
SBC #28 ;screen position
LSR A
LSR A
LSR A
TAY ;Get address
LDA LOTBL,Y
STA VLO
LDA HITBL,Y
STA VLO+1
LDA P0X ;Now convert x
SEC
SBC #44
LSR A
LSR A
LSR A
TAY
LDA (VLO),Y ;Get point
AND #$3F ;Mask out color
BEQ L0 ;Nothing there
CMP #$0F ;Hit freezer?
BEQ HITFR ;Yup, handle it
CMP #$1B ;Hit diamond?
BEQ HITDI ;Yup, fix it
LDA (VLO),Y ;Get point
AND #192 ;Get color used
CMP #64 ;Hit weak wall?
BNE L0 ;No, leave.
;
;Hit weak wall
;
LDA #3 ;Set sound
STA WSND
LDA #240
STA AUDF4
LDA #200
STA AUDC4
HITX LDA #0 ;Erase wall
STA (VLO),Y
L0 RTS
;
;Hit diamond
;
HITDI LDA #$70 ;Give points
JSR ADD
LDA #16 ;Set sound
STA DING
LDA #130
STA AUDF2
INC COUNT ;Count it
JMP HITX
;
;Hit freezer
;
HITFR JSR HITX ;Erase freezer
LDA FTIME ;Set freeze time
STA FREEZE
LDA #5
STA FREEZE+1
LDA #166 ;Set sound
STA AUDC3
LDA #$50 ;Give points
;
;SCORE ROUTINES
;
ADD SED ;Add points to
CLC ;score
ADC SCORE
STA SCORE
LDA #0
ADC SCORE+1
STA SCORE+1
LDA #0
ADC SCORE+2
STA SCORE+2
CLD
RTS
;
SHOBO LDA TIME ;Show bonus
LDY #54
;
BCD PHA ;Show 1 bcd
SEC
ROR A
LSR A
LSR A
LSR A
STA DISP,Y
INY
PLA
AND #$0F
ORA #$10
STA DISP,Y
RTS
;
SHOSC LDX #2 ;Show score
LDY #42
SS LDA SCORE,X
JSR BCD
INY
DEX
BPL SS
RTS
;
SHOLI LDA LIVES ;Show lives
LDY #64
BNE BCD
;
;SOUND ROUTINES
;
SOUND LDY BONK ;Bounce sound?
BEQ T1 ;No
DEY
STY BONK
STY AUDC1
T1 LDY DING ;Bell sound?
BEQ T2 ;No
DEY
STY DING
TYA
ORA #$A0
STA AUDC2
T2 LDA FREEZE ;Freezer sound?
BEQ T3 ;No
LDY FREEZE+1
LDA FSND,Y
STA AUDF3
DEC FREEZE+1
BNE T3
LDA #5
STA FREEZE+1
DEC FREEZE
BNE T3
LDA #0
STA AUDC3
T3 LDA WSND ;Wall sound?
BEQ T4 ;No
DEC WSND
BNE T4
LDA #0
STA AUDC4
T4 RTS
;
;FLASH JEWELS
;
STUFF INC FLASH ;Handle flash
LDA FLASH ;timers.
CMP #20
BNE S1
LDA #0
STA FLASH
LDA #104
CMP COL0
BNE S2
LDA #10
S2 STA COL0
;
;HANDLE TIME
;
S1 INC TIME+1 ;Count down
LDA TIME+1
CMP #60 ;We interrupt
BNE S3 ;this program
LDA #0 ;for an import-
STA TIME+1 ;ant news
LDA TIME ;bulletin:
SED ; HI MOM!
SEC
SBC #1
CLD
STA TIME
S3 LDA P0PL ;Check player
STA DIE ;collisions
LDA P0PF
AND #8
BEQ S4
STA DIE
S4 RTS
;
;ANIMATE
;
ANIM LDA ENAN ;Animate enemy.
CLC ;Hey guys, look!
ADC #10 ;Your names are
CMP #50 ;in print :
BNE A1 ; David Hague
LDA #0 ; Robbie Hague
A1 STA ENAN ; Martin Beck
TAY ; Nathan Zink
LDX #9 ;and everyone's
A2 LDA EDAT,Y ;favorite:
STA ENEMY,X ; A. ZLOTNICK!
INY ;Tron to you!
DEX ;(No you don't
BPL A2 ;get paid)
LDA DIR ;Animate player
CMP #15 ;by storing a
BEQ A3 ;different image
LDA PLAN ;in the player
CLC ;animation table
ADC #8
CMP #64
BNE A4 ;Is this game
A3 LDA #0 ;better than
A4 STA PLAN ;The Electroids?
TAY
LDX #7
A5 LDA PDAT,Y
STA PLAYER,X
INY
DEX
BPL A5
RTS
;
;TIME DELAY
;
DELAY STA TEMP ;Enter with
LDA #0 ;length of pause
STA CLOCK ;(in jiffies) in
D0 LDA CLOCK ;the accumulator
CMP TEMP
BEQ S4
LDA CONSOL
CMP #7
BEQ D0
JMP GO
;
;DIE
;
KILL LDA #0 ;Stop movement
STA GAMCTL
JSR QUIET ;No sound
DEC LIVES ;Take a life
JSR SHOLI ;And show them.
LDA #204
STA AUDC1
LDX #40 ;Kill player
K1 INC P0X ;1st shift
LDA P0X
STA HPOSP0
LDA RANDOM
STA AUDF1
LDA #1
JSR DELAY
DEC P0X ;2nd shift
LDA P0X
STA HPOSP0
LDA RANDOM
STA AUDF1
LDA #1
JSR DELAY
DEX
BPL K1 ;Repeat again.
JSR QUIET
LDA LIVES ;Any lives?
BEQ OVR
JMP NEWLIFE
;
;GAME OVER
;
OVR LDX #9 ;Show GAME OVER
O1 LDA GOVR,X
STA DISP+305,X
DEX
BPL O1
JSR PMCLR
LDA #255
JSR DELAY
JMP GO
;
;LEVEL DONE
;
LDONE LDA #0 ;Stop movement
STA GAMCTL
JSR QUIET ;No sound
C1 LDA TIME ;Give 10 points
SED ;for each second
SEC ;left on the
SBC #1 ;timer.
STA TIME
CLD
JSR SHOBO ;Add points for
LDA #$10 ;time remaining
JSR ADD ;and make bell
JSR SHOSC ;tones by vary-
LDA #50 ;ing the volume
STA AUDF1 ;of voice 1.
LDY #164
C2 STY AUDC1
LDA #1
JSR DELAY
DEY
CPY #160
BNE C2
LDA TIME
BNE C1
JSR QUIET ;Kill noise
JMP NEWLEV ;Start new level
;
;CHARACTER DATA
;
CDAT .BYTE 0,0,255,255,255,255,0
.BYTE 0,60,60,60,60,60,60
.BYTE 60,60,0,0,248,252,252
.BYTE 252,60,60,0,0,31,63,63
.BYTE 63,60,60,60,60,252,252
.BYTE 252,248,0,0,60,60,63
.BYTE 63,63,31,0,0,60,124
.BYTE 252,252,252,252,124,60
.BYTE 60,62,63,63,63,63,62
.BYTE 60,0,0,255,255,255,255
.BYTE 126,60,60,126,255,255
.BYTE 255,255,0,0,0,24,60,60
.BYTE 60,60,60,60,60,60,60
.BYTE 60,60,60,24,0,0,0,252
.BYTE 254,254,252,0,0,0,0,63
.BYTE 127,127,63,0,0,255,129
.BYTE 189,161,185,161,129
.BYTE 255
CDAT2 .BYTE 0,126,255,126,60,24,0
.BYTE 0
;
;LEVEL DATA
;
DEL1 .BYTE 40,37,35,31,29,25
.BYTE 24,23,22,21,20,19,18
.BYTE 17,16
BOUN .BYTE 50,45,40,30,25,25
.BYTE 25,25,25,25,25,25,25
.BYTE 25,25
FTM .BYTE 25,24,23,22,21,20
.BYTE 19,18,17,16,15,14,13
.BYTE 12,11
TOT .BYTE 16,14,26
TIM .BYTE $60,$60,$55,$55,$50
.BYTE $50,$45,$45,$40,$40
.BYTE $40,$40,$40,$40,$40
BDTBL .WORD BD1,BD2,BD3
;
;INSTALL DISPLAY LIST
;
DL .BYTE $70,$70,$70,$42
.WORD DISP
.BYTE 2,$46
.WORD DISP+80
.BYTE 6,6,6,6,6,6,6,6,6,6,6
.BYTE 6,6,6,6,6,6,6,6,6,6
.BYTE $41
.WORD DL
;
SCL .SBYTE " SCORE: BONUS: "
.SBYTE " LIVES: LEVEL:"
.SBYTE " "
;
TDL .BYTE $70,$70,$70,$70,$70
.BYTE $70,$70,$70,$70,$47
.WORD TITLE
.BYTE $70,6,$70,7,$70,6
.BYTE $70,6,6,$41
.WORD TDL
;
TITLE .SBYTE " BoNk "
.SBYTE +$80," COPYRIGH"
.SBYTE +$80,"T 1984 BY: "
.SBYTE " JAMES HAGUE "
.SBYTE " level: 1 "
.SBYTE +$80," SELEC"