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Eagle

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Posts posted by Eagle


  1. Seeing always the most promising Software which ends up in a simple demo.... just like Blood Fighter

    hehehe

    Emkay that was 18 yrs ago :)

    I started programming on the Amiga.

    So I abandoned the project.

     

    But I guess it's a talking thread, so I have to run it on C64 instead

    That's why is pointless do this project.

    IMHO better is start something new.

    Of course, if you find someone good at graphics and music :)

     

    Most important is the original idea.

    Invent something timeless like Tetris.

    Simple and playable ...... and everyone will be ported this to PS3 from A8 :) :) :)

    • Like 1

  2. The problem is not the engine.

    In every game the problem is to design levels. This is the hardest job.

    Programming of the engine is not difficult if everything is designed in advance.

    You focus too much on technical things. The game should be very playable.

    There are many games without the groundbreaking graphics and visual effects (eg Robbo).

    But it is very playable.


  3. You test me? :)

    You lost two bytes in your data :)

     

    *=$8000
    shape
           .byte 0,102,126,0,0,24,60,126,60,36,24,0,255,255,231,165,36,60,255,24,24,0,0,0,0; rest. Note, pm is 26 bytes tall
           .byte 0,6,126,96,96,126,126,126,24,30,0,0,126,126,126,114,126,60,255,0,0,126,126,0,0; frame 1, right
           .byte 0,0,6,126,96,96,126,126,126,24,30,0,126,126,126,118,126,60,255,0,0,126,126,0,0; frame 2, right
           .byte 0,0,0,6,126,96,96,126,126,126,24,30,126,126,126,222,126,60,255,0,0,126,126,0,0 ; frame 3, right
           .byte 0,96,126,6,6,126,126,126,24,120,0,0,126,126,126,78,126,60,255,0,0,126,126,126,0,0 ;<- you lost 1 byte here (last zero)  - frame 1; left
           .byte 0,0,96,126,6,6,126,126,126,24,120,0,126,126,126,110,126,60,255,0,0,126,126,0,0; frame 2; left
           .byte 0,0,0,96,126,6,6,126,126,126,24,120,126,126,126,123,126,60,255,0,0,126,126,0,0; frame 3; left
    b1       
    *=$8100
    shape2
           .byte 0,0,0,00,90,126,24,0,0,0,24,24,195,129,153,153,219,0,255,231,0,231,0,231,0; rest
           .byte 0,0,0,0,26,2,2,0,0,0,24,24,0,32,32,60,0,0,255,0,221,129,1,238,0; frame 1, right
           .byte 0,0,0,0,0,26,2,2,0,0,0,24,0,32,64,120,0,0,255,0,238,1,129,221,0 ;frame 2, right
           .byte 0,0,0,0,0,0,26,2,2,0,0,0,0,32,64,224,0,0,255,0,119,128,129,187,0; frame 1, right
           .byte 0,0,0,0,88,64,64,0,0,0,24,24,0,4,4,60,0,0,255,0,187,129,128,119,0; frame 1; left
           .byte 0,0,0,0,0,88,64,64,0,0,0,24,0,4,2,30,0,0,255,0,119,128,129,187,0; <- you lost 1 byte here (first zero) frame 2; left
           .byte 0,0,0,0,0,0,88,64,64,0,0,0,0,4,2,7,0,0,255,0,238,1,129,221,0; frame 3; left
    
    


  4. Your stick procedure was correct. But too long.

    I just try show you different point of view.

    With this stick procedure you will have some problems.

    Not because of your programming skills.

    Simply, it is different than others.

    The procedure for jump, can cause you some problems.

    But I think you can handle this.

     

    * = $4000
    
    p1              = $d0
    p2              = $d2
    
    xpos            = 1536
    ypos            = 1537
    joystick        = 1538
    
    p0hpos          = 1539
    p0vpos          = 1540       
    smlframe        = 1541
    frame           = 1542
    playcount       = 1543
    
    xpm2scn         = 1544
    ypm2scn         = 1545
    xpm             = 1546
    ypm             = 1547
    
    begin   lda #<scr       ; start by calculating look-up tables
           sta p1         ; at the same time, we will clear the
           lda #>scr       ; screen
           sta p1+1
           ldx #0          
    c0      lda #0          ; draw a character
           ldy #39         ; clear a single line
    c1      ;sta (p1),y     ;  WRITES OVER SCREEN
           dey
           bpl c1
    
           lda p1+1         ; store address into look-up table
           sta schi,x
           lda p1
           sta sclo,x
           clc             ; update zero page to next line
           adc #40         ; 40 bytes per line
           sta p1
           bcc c2
           inc p1+1
    c2      inx             ; for all 24 lines...
           cpx #24
           bne c0
    
           lda #4          ; set some colors
           sta 708         ; make ANTIC4 slightly more readable
           lda #6
           sta 709
           lda #8
           sta 710
    
           lda #<DLIST     ; finally, point ANTIC to new display
           sta 560
           lda #>DLIST
           sta 561
    
    ; Main loop
                 
    pmmover        
           lda #$80        ; reserve 8 pages
           sta 54279       ; ... and in PMBASE
           lda #32         ;
           sta 623
           lda #62         ; turn on DMACTL. 46 is single-resolution
           sta 559
           lda #3          ; turn on GRACTL
           sta 53277
           lda #16         ; single resolution players
           sta 54272
           lda #104        ;
           sta 704         ; color players
           lda #28
           sta 705
           lda #0
           sta 710
      
    ; set up pm-to-screen
           lda #0
           sta smlframe
           lda #48+8       ; starting position of pm. +4 is one character width
           sta p0hpos
           lda #32+8       ; adding one char?
           sta p0vpos   
    routine 
           lda $14         ; slow things down
    delay   cmp $14         ; "
           beq delay       ; "
    
           lda p0hpos      ; store horizontal pos
           sta 53248
           sta 53249
    
           lda #18         ;size of player
           sta playcount   
           ldx frame       ; begin height count    
           ldy p0vpos
    drawloop        
           lda shape,x     ; read shape data
           sta $8400,y     ; draw player 
           lda shape2,x    ; read shape data
           sta $8500,y     ; draw player 
           inx
           iny
           dec playcount
           lda playcount
           bne drawloop    ; ...and repeat
    
           sty xpos
           stx ypos
    
    ;       lda 644         ;trigger (0) pressed?
    ;       cmp #0
    ;       bne stickread
    	jsr set_adress
    	jsr check_walls		
    	
    stickread
    ldx 632
    lda xstick,x
    clc
    adc p0hpos
    sta p0hpos
    lda ystick,x
    clc
    adc p0vpos
    sta p0vpos
    lda tabside,x
    bne nochange
    ;frame rest = 0
    sta frame
    jmp routine
    nochange
    bpl	rightmove
    ;leftmove
    lda p0hpos
    lsr a
    lsr a
    and #$03
    tax
    lda tabframeright,x
    sta frame
       jmp routine
    rightmove
    lda p0hpos
    lsr a
    lsr a
    and #$03
    tax
    lda tabframeleft,x
    sta frame
    jmp routine
    
    xstick		.byte 0,0,0,0,0,1,1,1,0,$FF,$FF,$FF,0,0,0,0
    ystick		.byte 0,0,0,0,0,1,$FF,0,0,1,$FF,0,0,1,$FF,0                
    tabside		.byte 0,0,0,0,0,1,1,1,0,$FF,$FF,$FF,0,0,0,0
    tabframeright .byte 18,36,54,36	;frames for move right
    tabframeleft  .byte 18,36,54,36	;frames for move left - no frames yet 
    temp	.byte 0
    
    check_walls
    ;p1=robot -lefthigh corner 
    ldy #$01
    lda (p1),y
    beq	checkleft
    lda 632
    ora #$01
    sta 632
    checkleft	
    ldy #40
    lda (p1),y
    beq	checkright
    lda 632
    ora #$04
    sta 632
    checkright
    iny
    iny
    lda (p1),y
    beq checkfeet
    lda 632
    ora #$08
    sta 632
    checkfeet
    ldy #81
    lda (p1),y
    beq fall_down
    lda 632
    ora #$02
    sta 632
    rts
    fall_down
    lda 632		;set stick down
    and #$0d	;%1101
    ora #$01	;clear stick up - robot fall down
    sta 632
    rts
    
    set_adress
    lda p0hpos
    sec
    sbc #48
    lsr a
    lsr a
    sta temp
    lda	p0vpos
    sec 
    sbc #32
    lsr a
    lsr a
    lsr a
    tax
    lda sclo,x
    sta p1
    lda schi,x
    sta p1+1
    lda p1
    clc
    adc temp
    sta p1
    bcc skip
    inc p1+1
    skip
    rts
    *=$8000
    shape
           .byte 0,102,0,126,126,102,0,0,0,255,255,219,255,60,255,24,231,0; rest
           .byte 0,126,120,126,126,126,0,0,0,255,255,251,255,60,109,255,182,0; frame 1, right
           .byte 0,0,126,120,126,126,126,0,0,255,255,251,255,60,182,255,109,0; frame 2, right
           .byte 0,0,0,126,120,126,126,126,0,255,255,253,255,60,219,126,219,0; frame 3, right
    *=$8100
    shape2
           .byte 0,0,90,126,0,0,24,24,24,129,129,231,0,0,231,231,231,0; rest
           .byte 0,0,6,6,0,0,24,24,24,48,96,24,0,0,255,129,255,0; frame 1, right
           .byte 0,0,0,6,6,0,0,24,24,48,48,60,0,0,255,129,255,0 ;frame 2, right
           .byte 0,0,0,0,6,6,0,0,24,48,24,14,0,0,255,129,255,0; frame 1, right
    DLIST
           .byte 112,112,112                        ; blank lines
           .byte 68,<scr,>scr                       ; 24 lines of ANTIC 4
           .byte 4,4,4,4,4,4,4,4,4,4,4,4,4,4,4
           .byte 4,4,4,4,4,4,4
           .byte 65,<DLIST,>DLIST                   ; Jump to top
    
           *=$5000
    ;scr     .ds 40*24                                ; 960 bytes for screen
    scr     .sbyte "****************************************"
           .sbyte "*                                      *"
           .sbyte "*                                      *"
           .sbyte "*                                      *"
           .sbyte "*                       ===============*"
           .sbyte "*                       ===============*"
           .sbyte "*                                      *"
           .sbyte "*                                      *"
           .sbyte "*                                      *"
           .sbyte "*                                      *"
           .sbyte "* ================                     *"
           .sbyte "* ================                     *"
           .sbyte "*                                      *"
           .sbyte "*                                      *"
           .sbyte "*                                      *"
           .sbyte "*               ==========             *"
           .sbyte "*               ==========             *"
           .sbyte "*                                      *"
           .sbyte "*                                      *"
           .sbyte "* ==========                           *"
           .sbyte "* ==========                           *"
           .sbyte "*                                      *"
           .sbyte "****************************************"       
    sclo    .ds 24
    schi    .ds 24
    


  5. ;Tabstick - what you read from 632
    ;	0000	;--
    ;	0001	;--
    ;	0010	;--
    ;	0011	;--
    ;	0100	;--
    ;	0101	;right down
    ;	0110	;right up
    ;	0111	;right
    ;	1000	;----
    ;	1001	;left down
    ;	1010	;left up
    ;	1011	;left
    ;	1100	;---
    ;	1101	;down
    ;	1110	;up
    ;	1111	;no move
    ; simply - bit 0 = 0 - up
    ;          bit 1 = 0 - down
    ;          bit 2 = 0 - left
    ;          bit 3 = 0 - right
    

     

    example:

    I checked head - if char is there then i do ora #%0001 (ora #$01)

    from table

    ; 1110 ;up - ora #%0001 = 1111 <- that means stick no move ;)


  6. Ok extra idea about collision :)

     

    * = $4000
    
    p1              = $d0
    p2              = $d2
    
    xpos            = 1536
    ypos            = 1537
    joystick        = 1538
    
    p0hpos          = 1539
    p0vpos          = 1540       
    smlframe        = 1541
    frame           = 1542
    playcount       = 1543
    
    xpm2scn         = 1544
    ypm2scn         = 1545
    xpm             = 1546
    ypm             = 1547
    
    begin   lda #<scr       ; start by calculating look-up tables
           sta p1         ; at the same time, we will clear the
           lda #>scr       ; screen
           sta p1+1
    
           ldx #0          
    c0      lda #0          ; draw a character
           ldy #39         ; clear a single line
    c1      ;sta (p1),y     ;  WRITES OVER SCREEN
           dey
           bpl c1
    
           lda p1+1         ; store address into look-up table
           sta schi,x
           lda p1
           sta sclo,x
           clc             ; update zero page to next line
           adc #40         ; 40 bytes per line
           sta p1
           bcc c2
           inc p1+1
    c2      inx             ; for all 24 lines...
           cpx #24
           bne c0
    
           lda #4          ; set some colors
           sta 708         ; make ANTIC4 slightly more readable
           lda #6
           sta 709
           lda #8
           sta 710
    
           lda #<DLIST     ; finally, point ANTIC to new display
           sta 560
           lda #>DLIST
           sta 561
    
    ; Main loop
                 
    pmmover        
           lda #$80        ; reserve 8 pages
           sta 54279       ; ... and in PMBASE
           lda #32         ;
           sta 623
           lda #62         ; turn on DMACTL. 46 is single-resolution
           sta 559
           lda #3          ; turn on GRACTL
           sta 53277
           lda #16         ; single resolution players
           sta 54272
           lda #104        ;
           sta 704         ; color players
           lda #28
           sta 705
           lda #0
           sta 710
      
    ; set up pm-to-screen
           lda #0
           sta smlframe
           lda #48+8       ; starting position of pm. +4 is one character width
           sta p0hpos
           lda #32+8       ; adding one char?
           sta p0vpos   
    routine 
           lda $14         ; slow things down
    delay   cmp $14         ; "
           beq delay       ; "
    
           lda p0hpos      ; store horizontal pos
           sta 53248
           sta 53249
    
           lda #18         ;size of player
           sta playcount   
           ldx frame       ; begin height count    
           ldy p0vpos
    drawloop        
           lda shape,x     ; read shape data
           sta $8400,y     ; draw player 
           lda shape2,x    ; read shape data
           sta $8500,y     ; draw player 
           inx
           iny
           dec playcount
           lda playcount
           bne drawloop    ; ...and repeat
    
           sty xpos
           stx ypos
    
    ;       lda 644         ;trigger (0) pressed?
    ;       cmp #0
    ;       bne stickread
    	jsr set_adress
    	jsr check_walls		
    	
    stickread
    ldx 632
    lda xstick,x
    clc
    adc p0hpos
    sta p0hpos
    lda ystick,x
    clc
    adc p0vpos
    sta p0vpos
    lda tabside,x
    bne nochange
    ;frame rest = 0
    sta frame
    jmp routine
    nochange
    bpl	rightmove
    ;leftmove
    lda p0hpos
    lsr a
    lsr a
    and #$03
    tax
    lda tabframeright,x
    sta frame
       jmp routine
    rightmove
    lda p0hpos
    lsr a
    lsr a
    and #$03
    tax
    lda tabframeleft,x
    sta frame
    jmp routine
    
    xstick		.byte 0,0,0,0,0,1,1,1,0,$FF,$FF,$FF,0,0,0,0
    ystick		.byte 0,0,0,0,0,1,$FF,0,0,1,$FF,0,0,1,$FF,0                
    tabside		.byte 0,0,0,0,0,1,1,1,0,$FF,$FF,$FF,0,0,0,0
    tabframeright .byte 18,18,36,54	;frames for move right
    tabframeleft  .byte 18,18,36,54	;frames for move left - no frames yet 
    temp	.byte 0
    
    check_walls
    ;p1=robot -lefthigh corner 
    ldy #$00
    lda (p1),y
    beq	checkhead2
    lda 632
    ora #$01
    sta 632
    jmp checkleft
    checkhead2
    iny
    lda (p1),y
    beq	checkleft
    lda 632
    ora #$01
    sta 632
    checkleft	
    ldy #40
    lda (p1),y
    beq	checkright
    lda 632
    ora #$04
    sta 632
    checkright
    iny
    iny
    lda (p1),y
    beq checkfeet
    lda 632
    ora #$08
    sta 632
    checkfeet
    ldy #80
    lda (p1),y
    beq	checkfeet2
    lda 632
    ora #$02
    sta 632
    checkfeet2
    iny
    lda (p1),y
    beq checkend
    lda 632
    ora #$02
    sta 632
    checkend
    rts
    
    rts
    
    set_adress
    lda p0hpos
    sec
    sbc #48
    lsr a
    lsr a
    sta temp
    lda	p0vpos
    sec 
    sbc #32
    lsr a
    lsr a
    lsr a
    tax
    lda sclo,x
    sta p1
    lda schi,x
    sta p1+1
    lda p1
    clc
    adc temp
    sta p1
    bcc skip
    inc p1+1
    skip
    rts
    
    *=$8000
    shape
           .byte 0,102,0,126,126,102,0,0,0,255,255,219,255,60,255,24,231,0; rest
           .byte 0,126,120,126,126,126,0,0,0,255,255,251,255,60,109,255,182,0; frame 1, right
           .byte 0,0,126,120,126,126,126,0,0,255,255,251,255,60,182,255,109,0; frame 2, right
           .byte 0,0,0,126,120,126,126,126,0,255,255,253,255,60,219,126,219,0; frame 3, right
    *=$8100
    shape2
           .byte 0,0,90,126,0,0,24,24,24,129,129,231,0,0,231,231,231,0; rest
           .byte 0,0,6,6,0,0,24,24,24,48,96,24,0,0,255,129,255,0; frame 1, right
           .byte 0,0,0,6,6,0,0,24,24,48,48,60,0,0,255,129,255,0 ;frame 2, right
           .byte 0,0,0,0,6,6,0,0,24,48,24,14,0,0,255,129,255,0; frame 1, right
    DLIST
           .byte 112,112,112                        ; blank lines
           .byte 68,<scr,>scr                       ; 24 lines of ANTIC 4
           .byte 4,4,4,4,4,4,4,4,4,4,4,4,4,4,4
           .byte 4,4,4,4,4,4,4
           .byte 65,<DLIST,>DLIST                   ; Jump to top
    
           *=$5000
    ;scr     .ds 40*24                                ; 960 bytes for screen
    scr     .sbyte "****************************************"
           .sbyte "*                                      *"
           .sbyte "*                                      *"
           .sbyte "*                                      *"
           .sbyte "*                       ===============*"
           .sbyte "*                       ===============*"
           .sbyte "*                                      *"
           .sbyte "*                                      *"
           .sbyte "*                                      *"
           .sbyte "*                                      *"
           .sbyte "* ================                     *"
           .sbyte "* ================                     *"
           .sbyte "*                                      *"
           .sbyte "*                                      *"
           .sbyte "*                                      *"
           .sbyte "*               ==========             *"
           .sbyte "*               ==========             *"
           .sbyte "*                                      *"
           .sbyte "*                                      *"
           .sbyte "* ==========                           *"
           .sbyte "* ==========                           *"
           .sbyte "*                                      *"
           .sbyte "****************************************"       
    sclo    .ds 24
    schi    .ds 24
    


  7. My point of view on this.

     

    * = $4000
    
    p1              = $d0
    p2              = $d2
    
    xpos            = 1536
    ypos            = 1537
    joystick        = 1538
    
    p0hpos          = 1539
    p0vpos          = 1540       
    smlframe        = 1541
    frame           = 1542
    playcount       = 1543
    
    xpm2scn         = 1544
    ypm2scn         = 1545
    xpm             = 1546
    ypm             = 1547
    
    begin   lda #<scr       ; start by calculating look-up tables
           sta p1         ; at the same time, we will clear the
           lda #>scr       ; screen
           sta p1+1
    
           ldx #0          
    c0      lda #0          ; draw a character
           ldy #39         ; clear a single line
    c1      ;sta (p1),y     ;  WRITES OVER SCREEN
           dey
           bpl c1
    
           lda p1+1         ; store address into look-up table
           sta schi,x
           lda p1
           sta sclo,x
           clc             ; update zero page to next line
           adc #40         ; 40 bytes per line
           sta p1
           bcc c2
           inc p1+1
    c2      inx             ; for all 24 lines...
           cpx #24
           bne c0
    
           lda #4          ; set some colors
           sta 708         ; make ANTIC4 slightly more readable
           lda #6
           sta 709
           lda #8
           sta 710
    
           lda #<DLIST     ; finally, point ANTIC to new display
           sta 560
           lda #>DLIST
           sta 561
    
    ; Main loop
                 
    pmmover        
           lda #$80        ; reserve 8 pages
           sta 54279       ; ... and in PMBASE
           lda #32         ;
           sta 623
           lda #62         ; turn on DMACTL. 46 is single-resolution
           sta 559
           lda #3          ; turn on GRACTL
           sta 53277
           lda #16         ; single resolution players
           sta 54272
           lda #104        ;
           sta 704         ; color players
           lda #28
           sta 705
           lda #0
           sta 710
      
    ; set up pm-to-screen
           lda #0
           sta smlframe
           lda #48+4       ; starting position of pm. +4 is one character width
           sta p0hpos
           lda #32+4       ; adding one char?
           sta p0vpos   
    routine 
           lda $14         ; slow things down
    delay   cmp $14         ; "
           beq delay       ; "
    
           lda p0hpos      ; store horizontal pos
           sta 53248
           sta 53249
    
           lda #18         ;size of player
           sta playcount   
           ldx frame       ; begin height count    
           ldy p0vpos
    drawloop        
           lda shape,x     ; read shape data
           sta $8400,y     ; draw player 
           lda shape2,x    ; read shape data
           sta $8500,y     ; draw player 
           inx
           iny
           dec playcount
           lda playcount
           bne drawloop    ; ...and repeat
    
           sty xpos
           stx ypos
    
           lda 644         ;trigger (0) pressed?
           cmp #0
           bne stickread
    	jsr set_adress
    	jsr check_walls		
    	
    stickread
    ldx 632
    lda xstick,x
    clc
    adc p0hpos
    sta p0hpos
    lda ystick,x
    clc
    adc p0vpos
    sta p0vpos
    lda tabside,x
    bne nochange
    ;frame rest = 0
    sta frame
    jmp routine
    nochange
    bpl	rightmove
    ;leftmove
    lda p0hpos
    lsr a
    lsr a
    and #$03
    tax
    lda tabframeright,x
    sta frame
       jmp routine
    rightmove
    lda p0hpos
    lsr a
    lsr a
    and #$03
    tax
    lda tabframeleft,x
    sta frame
    jmp routine
    
    xstick		.byte 0,0,0,0,0,1,1,1,0,$FF,$FF,$FF,0,0,0,0
    ystick		.byte 0,0,0,0,0,1,$FF,0,0,1,$FF,0,0,1,$FF,0                
    tabside		.byte 0,0,0,0,0,1,1,1,0,$FF,$FF,$FF,0,0,0,0
    tabframeright .byte 18,18,36,54	;frames for move right
    tabframeleft  .byte 18,18,36,54	;frames for move left - no frames yet 
    temp	.byte 0
    
    check_walls
    ;p1=robot -lefthigh corner 
    lda #33
    ldy #$00
    sta (p1),y
    rts
    
    set_adress
    lda p0hpos
    sec
    sbc #48
    lsr a
    lsr a
    sta temp
    lda	p0vpos
    sec 
    sbc #32
    lsr a
    lsr a
    lsr a
    tax
    lda sclo,x
    sta p1
    lda schi,x
    sta p1+1
    lda p1
    clc
    adc temp
    sta p1
    bcc skip
    inc p1+1
    skip
    rts
    
    *=$8000
    shape
           .byte 0,102,0,126,126,102,0,0,0,255,255,219,255,60,255,24,231,0; rest
           .byte 0,126,120,126,126,126,0,0,0,255,255,251,255,60,109,255,182,0; frame 1, right
           .byte 0,0,126,120,126,126,126,0,0,255,255,251,255,60,182,255,109,0; frame 2, right
           .byte 0,0,0,126,120,126,126,126,0,255,255,253,255,60,219,126,219,0; frame 3, right
    *=$8100
    shape2
           .byte 0,0,90,126,0,0,24,24,24,129,129,231,0,0,231,231,231,0; rest
           .byte 0,0,6,6,0,0,24,24,24,48,96,24,0,0,255,129,255,0; frame 1, right
           .byte 0,0,0,6,6,0,0,24,24,48,48,60,0,0,255,129,255,0 ;frame 2, right
           .byte 0,0,0,0,6,6,0,0,24,48,24,14,0,0,255,129,255,0; frame 1, right
    DLIST
           .byte 112,112,112                        ; blank lines
           .byte 68,<scr,>scr                       ; 24 lines of ANTIC 4
           .byte 4,4,4,4,4,4,4,4,4,4,4,4,4,4,4
           .byte 4,4,4,4,4,4,4
           .byte 65,<DLIST,>DLIST                   ; Jump to top
    
           *=$5000
    ;scr     .ds 40*24                                ; 960 bytes for screen
    scr     .sbyte "****************************************"
           .sbyte "*                                      *"
           .sbyte "*                                      *"
           .sbyte "*                                      *"
           .sbyte "*                       ===============*"
           .sbyte "*                       ===============*"
           .sbyte "*                                      *"
           .sbyte "*                                      *"
           .sbyte "*                                      *"
           .sbyte "*                                      *"
           .sbyte "* ================                     *"
           .sbyte "* ================                     *"
           .sbyte "*                                      *"
           .sbyte "*                                      *"
           .sbyte "*                                      *"
           .sbyte "*               ==========             *"
           .sbyte "*               ==========             *"
           .sbyte "*                                      *"
           .sbyte "*                                      *"
           .sbyte "* ==========                           *"
           .sbyte "* ==========                           *"
           .sbyte "*                                      *"
           .sbyte "****************************************"       
    sclo    .ds 24
    schi    .ds 24
    

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