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- ; Tables.s
- ; This file contains all of the tables used in every file.
- ; They're placed here so that they can overlap in
- ; complex and unreadable ways, to save ROM space.
- GLBL JOYTABLE
- GLBL TEXTTM1,TEXT0,TEXT1,TEXT2,TEXT4,TEXT5,TEXT6,TEXT8,TEXT9
- GLBL TEXTLEN,TEXTPOS,PPTRL,PPTRH
- GLBL COLORROM,LISTTABL,LISTTABH,TOPZONE,DLLROM
- GLBL SWLIST,NULLLIST,TRUEBUT
- GLBL DIRTABL,DIRTABH,ADIRTABL,ADIRTABH,RACKWORD,FOODWORD
- GLBL SELTEXT1,SELTEXT2,CTEXT1,CTEXT2,CTEXT3,CTEXT4
- GLBL PIEFLY,PIEFLYPW,BANFLY,BANFLYPW,PEAFLY
- GLBL SPLATCH,SPLATPW
- GLBL XVECTORH,XVECTORL,YVECTORH,YVECTORL
- GLBL SCOREX
- GLBL FCENTERY,DYFCHAR,STUKXPOS,STUKYPOS
- GLBL CHARHITE,FALLSND
- GLBL HYCENTER,DYHCHAR
- GLBL DURTABL,CTRLTABL,PRYOR,ZTUNE0F
- GLBL ZTUNE1F,ZTUNE2F,ZTUNE1V,ZTUNE2V,ZTUNE0V
- GLBL ZTUNE3F,ZTUNE3V,ZTUNE4F,ZTUNE4V,ZTUNE5F,ZTUNE5V
- GLBL ZTUNE6F,ZTUNE6V,ZTUNE7F,ZTUNE7V,ZTUNE8F,ZTUNE8V
- GLBL ZTUNE9F,ZTUNE9V,ATUNE10F,ZTUNE10V,ATUNE11F,ZTUNE11V
- GLBL ATUNE12F,ZTUNE12V,ATUNE13F,ZTUNE13V,ZTUNE14F,ZTUNE14V
- GLBL ZTUNE15F,ZTUNE15V,ZTUNE16F,ZTUNE16V,ZTUNE17F,ZTUNE17V
- GLBL ZTUNE18F,ZTUNE18V,ZTUNE19F,ZTUNE19V,ZTUNE20F,ZTUNE20V
- GLBL ZTUNE21F,ZTUNE21V,ZTUNE22F,ZTUNE22V,ZTUNE23F,ZTUNE23V
- GLBL ZTUNE24F,ZTUNE24V,ZTUNE25F,ZTUNE25V,ZTUNE26F,ZTUNE26V
- GLBL ZTUNE27F,ZTUNE27V,ZTUNE28F,ZTUNE28V,ZTUNE29F,ZTUNE29V
- GLBL ZTUNE30F,ZTUNE30V,ZTUNE31F,ZTUNE31V,ZTUNE32F,ZTUNE32V
- ; From GOD.S
- JOYTABLE DB $8,$8,$8,$8,$8,$03,$01,$02
- DB $08,$05,$07,$06,$08,$04,$00,$08
- ; From LOGO.S
- RIGHTNUM DB $1,$2,$3,$3
- TEXTTM1 DB $6C,$00,$D8,$00,$6C,$00,$6C,$00,$6C
- LEFTNUM DB $0,$0 uses the following bytes (1,2)
- SELDIFF DB $1,$2,$3,$0,$1,$2,$3,$0
- ; find selnum downnum upnum below
- DWORDL DB L(DIFF0),L(DIFF1),L(DIFF2),L(DIFF3)
- DWORDH DB H(DIFF0),H(DIFF1),H(DIFF2),H(DIFF3)
- DWORDPOS DB $03,$10,$44,$70
- DWORDLEN DB $7,$B,$7,$5
- PWORDL DB L(PLAY0),L(PLAY1)
- PWORDH DB H(PLAY0),H(PLAY1)
- DIFF0 DB $EA,$BA,$B4,$C2,$BE,$BE,$BA,$C8 ; "BEGINNER"
- DIFF1 DB $C2,$BE,$CC,$BA,$C8,$F0,$BA,$EC ; "INTERMEDIATE"
- DB $C2,$B8,$CC,$BA
- DIFF2 DB $B8,$EC,$BC,$B8,$BE,$B6,$BA,$EC ; "ADVANCED"
- PLAY0 DB $D6,$BE,$BA,$2F,$C6,$C4,$B8,$CE,$BA,$C8 ; ONE PLAYER
- DIFF3 DB $BA,$EE,$C6,$BA,$C8 ; "EXPERT"
- ; uses following byte
- PLAY1 DB $CC,$F2,$D6,$2F,$C6,$C4,$B8,$CE,$BA,$C8
- COPYTXT DB $D4,$2F,$D8,$E8,$E6,$DE,$2F ; (C) 1984 ATARI
- DB $B8,$CC,$B8,$C8,$C2
- ******
- RSEG CODE2
- ******
- ; From TEXT.S
- TEXT0 DB $BA,$B8,$CC,$2F,$CC,$C0,$BA,$2F ; "EAT THE CONE!"
- DB $B6,$D6,$BE,$BA,$D0
- TEXT1 DB $C6,$C4,$B8,$CE,$BA,$C8,$2F ; "PLAYER "
- TEXT2 DB $B4,$B8,$F0,$BA,$2F,$D6,$BC,$BA,$C8 ; "GAME OVER"
- TEXT4 DB $C4,$BA,$CC,$D2,$CA,$2F ; "LET'S SEE THAT"
- DB $CA,$BA,$BA,$2F,$CC,$C0,$B8,$CC
- TEXT5 DB $B8,$B4,$B8,$C2,$BE,$D0 ; "AGAIN!"
- TEXT6 DB $C2,$BE,$CA,$CC,$B8,$BE,$CC,$2F ; "INSTANT REPLAY!"
- DB $C8,$BA,$C6,$C4,$B8,$CE,$D0
- TEXT8 DB $B8,$C4,$F0,$D6,$CA,$CC ; "ALMOST"
- TEXT9 DB $F0,$B8,$EC,$BA,$2F,$C2,$CC ; "MADE IT"
- TEXTLEN DB $0C,$05,$08,$05,$0D,$05,$0E,$00,$05,$06
- TEXTPOS DB $20,$30,$28,$30,$18,$38,$10,$00,$38,$30
- PPTRL DB L(TEXT0),L(TEXT1),L(TEXT2),L(TEXT1),L(TEXT4)
- DB L(TEXT5),L(TEXT6),00,L(TEXT8),L(TEXT9)
- PPTRH DB H(TEXT0),H(TEXT1),H(TEXT2),H(TEXT1),H(TEXT4)
- DB H(TEXT5),H(TEXT6),00,H(TEXT8),H(TEXT9)
- ; From MAIN.S
- COLORROM DB $3A,$84,$1F,$00 ; 0; CHARLIE CHUCK PALETTE
- DB $3C,$70,$0E,$00 ; 1; CHEFS' PALETTE
- DB $0C,$0A,$26,$00 ; 2; PIE PALETTE
- DB $E6,$EB,$E3,$00 ; 3; PEA PALETTE
- DB $37,$33,$3B,$00 ; 4; TOMATOE PALETTE
- DB $19,$15,$1F,$00 better for text-- temporary
- ; DB $16,$17,$1F,$00 ; 5; BANANA PALETTE
- DB $E7,$00,$36,$00 ; 6; WATERMELON PALETTE
- DB $4C,$48,$29 ; 7; ICE CREAM CONE PALETTE
- ; TABLES OF POINTERS TO DISPLAY LISTS
- ; USED BY BOTH THE KERNEL AND THE LOADER
- LISTTABL DB L(DLIST0),L(DLIST1),L(DLIST2)
- DB L(DLIST3),L(DLIST4),L(DLIST5)
- DB L(DLIST6),L(DLIST7),L(DLIST8)
- DB L(DLIST9),L(DLIST10)
- LISTTABH DB H(DLIST0),H(DLIST1),H(DLIST2)
- DB H(DLIST3),H(DLIST4),H(DLIST5)
- DB H(DLIST6),H(DLIST7),H(DLIST8)
- DB H(DLIST9),H(DLIST10)
- ; LIST OF Y POSITIONS OF THE TOPS OF THE ZONES
- ; NOTE THAT ZONE 0 IS AT THE BOTTOM OF THE SCREEN; ZONE 10
- ; IS THE TOPMOST ZONE; THE TOP 8 SCAN LINES ARE SCORE DISPLAY.
- ; EVEN THOUGH THE BOTTOM 8 LINES ARE STATUS INFO, THE Y COORDINATES
- ; START ON THE FIRST LINE OF PLAYFIELD AREA-- THUS Y==0 MEANS
- ; THE 9TH SCAN LINE UP.
- TOPZONE DB 15,31,47,63,79,95 ; ZONE0-ZONE5
- DB 111,127,143,159,175 ; ZONE6-ZONE10
- ; THE DISPLAY LIST LIST-- LOADED INTO RAM IN "STARTUP" ROUTINE
- ; NOTE-- ALL HOLEY DMA BITS ARE SET (BIT 6 OF FIRST BYTE)
- DLLROM DB $89 ; FIRST DLI-- SETS 320X1 MODE
- ; AND SCORE PALETTE
- DB H(DLISTA) ; SETS WRITE MODE
- DB L(DLISTA)
- DB $0F
- DB H(DLISTB) ; (15+1)+(9+1)=26
- DB L(DLISTB)
- ; FIRST VISIBLE DLIST-- 8 HIGH, SCORE
- ; NO HOLY DMA NECESSARY HERE !
- DB $07
- DB H(SCORELST),L(SCORELST)
- ; FIRST GAMEPLAY ZONE-- 16 HIGH UNTIL STATUS ZONE, AT BOTTOM
- DB $CF ; DLI-- CHANGE MODE TO 160X2,
- DB H(DLIST10),L(DLIST10) ; CHANGE HERO PALETTE
- DB $4F
- DB H(DLIST9),L(DLIST9)
- DB $4F
- DB H(DLIST8),L(DLIST8)
- DB $4F
- DB H(DLIST7),L(DLIST7)
- DB $4F
- DB H(DLIST6),L(DLIST6)
- DB $4F
- DB H(DLIST5),L(DLIST5)
- DB $4F
- DB H(DLIST4),L(DLIST4)
- DB $4F
- DB H(DLIST3),L(DLIST3)
- DB $4F
- DB H(DLIST2),L(DLIST2)
- DB $4F
- DB H(DLIST1),L(DLIST1)
- DB $4F
- DB H(DLIST0),L(DLIST0)
- ; NO DMA NEEDED HERE EITHER
- DB $00 one line only
- DB H(DLISTB),L(DLISTB)
- DB $87 ; DLI FOR SYSTEM TIMERS, LOADER,
- DB H(STATLIST),L(STATLIST) ; MUSIC, INPUT POLLING
- ; NOTE-- I just made the status zone 9 lines high, and decreased the
- ; height of the following zone
- ; AT THIS POINT I NEED 24 EXTRA LINES. THE LAST ZONE IS 2 HIGH
- ; AND CONTAINS A DLI WHICH WILL SYNCHRONIZE ALL THE DLIS
- DB $0E ; 16
- DB H(DLISTB),L(DLISTB)
- DB $06 ; + 6 = 22
- DB H(DLISTB),L(DLISTB)
- ; THIS ZONE SHOULD START AT THE 242ND SCAN LINE (192+50)-- THE LAST
- ; 14 LINES OF THIS ZONE SHOULD BE IGNORED; JUST TO BE SAFE.
- DB $8F ; + 2 = 24 ; DLI 4
- DB H(DLISTB),L(DLISTB)
- SWLIST DB L(NULLCHAR),$40,H(NULLCHAR),$1F,$0
- NULLLIST
- SELNUM DB $0 uses the following three lines
- DOWNNUM DB $0,$0
- UPNUM DB $1,$1,$1,$1,$0
- TRUEBUT DB $01,$02,$04,$08,$10,$20,$40,$80
- DIRTABL DB L(IRDIRA),L(IRDIRB),L(IRDIRC),L(IRDIRD)
- DIRTABH DB H(IRDIRA),H(IRDIRB),H(IRDIRC),H(IRDIRD)
- ADIRTABL DB L(AIRDIRA),L(AIRDIRB),L(AIRDIRC),L(AIRDIRD)
- ADIRTABH DB H(AIRDIRA),H(AIRDIRB),H(AIRDIRC),H(AIRDIRD)
- RACKWORD DB $C4,$C5,$BA,$BB,$BC,$BD,$BA,$BB,$C4,$C5
- FOODWORD DB $F4,$F5,$BA,$BB,$C2,$C3,$CC,$CD,$C0,$C1
- ; From SELECT.S
- SELTEXT1 DB $CA,$BA,$C4,$BA,$B6,$CC,$2F ; SELECT
- DB $CA,$CC,$B8,$C8,$CC,$C2,$BE,$B4 ; STARTING
- SELTEXT2 DB $C4,$BA,$BC,$BA,$C4 ; LEVEL
- CTEXT1 DB $EA,$CE
- CTEXT2 DB $CC,$C0,$BA,$2F,$FA,$B8,$C4,$B6,$C0,$BA,$F0
- DB $C2,$CA,$CC
- CTEXT3 DB $D6,$F6,$2F,$F6,$F8,$BE,$FA
- CTEXT4 DB $F4,$BA,$C2,$CC,$C0,$2F,$CA,$B8,$F2,$CE,$BA,$C8
- ; INIT.S
- HSPEED DB 13,12,11,10,9,8,7,6
- HSPEED1 DB 15,14,13,12,11,10,9,8
- CHSPEED DB 23,22,21,20,19,18,16,15
- CHSPEED1 DB 25,24,23,22,21,20,18,17
- MTUFFTAB DB $1F,$1C,$18,$F,$7,$7,$3,$3
- DB $3,$3,$3 uses following two bytes
- MUNCHY DB $1,$1,$1,$1,$3,$4
- ; The following tables are used to vary the chef's repeat throw times
- ; linearly with 4 different slopes, depending on the
- ; difficulty level.
- ZRACK DB 22,17,13,10 level where thrwtime is zero
- LOWTIME DB L(TUFFTAB0),L(TUFFTAB1),L(TUFFTAB2),L(TUFFTAB3)
- HITIME DB H(TUFFTAB0),H(TUFFTAB1),H(TUFFTAB2),H(TUFFTAB3)
- ; Beginner difficulty
- TUFFTAB0 DB 125,125,120,114,109,104,99,94,88,83,78,73,68
- DB 62,57,52,47,42,36,31,26,21 uses following byte
- CHHATS DB $10,$12,$14,$16 ; TALLEST FIRST
- ; Intermediate difficulty
- TUFFTAB1 DB 123,116,110,103,96,89,83,76,69,62,56,49,42
- DB 35,29,22,16
- ; Advanced difficulty
- TUFFTAB2 DB 121,112,103,95,86,77,68,59,50,41,33,24,15
- ; Expert difficulty
- TUFFTAB3 DB 118,107,95,84,72,61,49,38,26,15
- CONECOL1 DB $2F,$0F,$26,$4C,$DC,$3C,$EC,$54,$1F,$5F
- CONECOL2 DB $2A,$0A,$24,$48,$E8,$38,$E7,$52,$1C,$5A
- NUMPTAB
- NUMHTAB DB $3,$4,$5,$6,$7
- DB $8,$9,$A,$A,$A
- CHEFCHAR
- DB $14,$18,$28 ; SMALL HAT
- DB $16,$1A,$2A ; FLOPPY HAT
- DB $12,$1D,$2C ; LARGE HAT
- DB $10,$19,$2E ; TALL HAT
- CHEFPALW
- DB $3E,$3F,$3E
- DB $3E,$3F,$3E
- DB $3E,$3F,$3E
- DB $3E,$3F,$3E
- RISEPALW
- DB $BE,$BF,$BE
- DB $BE,$BF,$BE
- DB $BE,$BF,$BE
- DB $BE,$BF,$BE
- ; CHUCK.S
- RISESND
- DB $07,$00,$00
- DB $0F,$00,$00
- DB $11,$00,$00
- DB $13 uses following two bytes
- TONGUEX DB $0,$0,$0,$0,$4,$8
- DB $8,$8,$8,$4 uses following two bytes
- MTABSPD DB 0,0,0,0,1,1,1,2,1,3,2
- DB 3,4,2,3,4,5,3,7,6,5,4,7,5,6,7
- CHKCHOFF DB $0,$6,$C,$12 ; MULTIPLES OF 6
- ; CHARLEY CHUCK ANIMATION TABLES:
- CCHEADS DB $00,$02,$04,$06
- DB $08,$0A,$0C,$0E
- CHUCKRUN ; MUST BE IN THIS ORDER !
- CCRUNR DB $4A,$48,$46,$44,$42,$40
- CCRUNL DB $6E,$6C,$6A,$68,$66,$64
- CCRUNRC DB $CC,$CA,$C8,$C6,$C4,$C2
- CCRUNLC DB $D8,$D6,$D4,$D2,$D0,$CE
- CCARMS DB $DC,$DF,$E2,$E5,$E8,$EB,$EE,$F1
- ; MUNCH SEQUENCE STAMPS: (ALL IN BLOCK2)
- MUNCHLOW DB $27,$21,$1B,$18,$15,$13
- MUNCHHI DB $2A,$24,$1E,$2F,$2F,$2F
- MUNCHPW DB $1D,$1D,$1D,$1D,$1D,$1E
- ; THESE TABLES ARE INDEXED BY CFRAME-- WITH SOME TWEAKING.
- ; THE TONGUE USES THE TOMATO PALETTE--
- TONGPALW DB $9F,$9F,$9F,$9F,$9E,$9D,$9D,$9D,$9D,$9E,$9F,$9F
- TONGCHAR DB $2F,$2F,$45,$44,$42,$3F,$3C,$39,$36,$34,$33,$2F
- ; TABLES FOR DELTAS:
- ; THE ACTUAL VALUES ARE:
- ; (THE "1" TABLES REPRESENT THESE VALUES TIMES 1.25)
- ; (THE "2" TABLES REPRESENT THESE VALUES TIMES 1.5)
- ; (THE "3" TABLES REPRESENT THESE VALUES TIMES 1.75)
- ; (THE "4" TABLES ARE X3, NO LONGER USED)
- ; DX- 0 .71 1.00 .71 0 -.71 -1.00 -.71
- ; DY 1.38 .98 0 -.98 -1.38 -.98 0 .98
- STABXH DB 0,0,1,0,0,$FF,$FF,$FF
- STABXH1 DB 0,0,1,0,0,$FF,$FE,$FF
- STABXH2 DB 0,1,1,1,0,$FE,$FE,$FE
- STABXH3 DB 0,1,1,1,0,$FE,$FE,$FE
- *STABXH4 DB 0,2,3,2,0,$FD,$FD,$FD
- STABXL DB 0,182,0,182,0,$4A,0,$4A
- STABXL1 DB 0,$E4,$40,$E4,0,$1C,$C0,$1C
- STABXL2 DB 0,$11,$80,$11,0,$EF,$80,$EF
- STABXL3 DB 0,$3E,$C0,$3D,0,$C3,$40,$C3
- *STABXL4 DB 0,$21,0,$21,0,$DF,0,$DF
- STABYH DB 1,0,0,$FF,$FE,$FF,0,0
- STABYH1 DB 1,1,0,$FE,$FE,$FE,0,1
- STABYH2 DB 2,1,0,$FE,$FD,$FE,0,1
- STABYH3 DB 2,1,0,$FE,$FD,$FE,0,1
- *STABYH4 DB 4,2,0,$FD,$FB,$FD,0,2
- STABYL DB 96,251,0,5,$A0,5,0,251
- STABYL1 DB $BB,$3B,0,$C5,$45,$C5,0,$3B
- STABYL2 DB $12,$78,0,$88,$EE,$88,0,$78
- STABYL3 DB $6B,$B8,0,$48,$95,$48,0,$B8
- *STABYL4 DB $24,$F0,0,$10,$DC,$10,0,$F0
- ; TABLES FOR THE DIFFERENT SPEED VALUES:
- ; INDICES TO THIS TABLE WILL MONOTONICALLY INCREASE THE SPEED OF
- ; THE OBJECT. THE "CSPEED" VALUE AND THE "CNSPEEDM" VALUES
- ; ARE CALCULATED TO GIVE A GRADUAL RISE IN SPEED WITH EACH
- ; DECREMENT IN THE TABLE INDEX.
- ; THE SLOWEST SPEED IS INDEX 25 ($19)
- ; mtabspd moved above for ROM space
- ; mtabinc moved below for ROM space
- ; TABLES FOR DIFFERENT FOOD CHARACTERISTICS:
- FLYSPEED DB 6,4,5,4 ; BAN,PEA,PIE,TOM-- VALUE FOR CSINDEX
- DB 10,8,9,8
- FLYDIST DB $C7,$35,$9F,$68 ; FOR 1 CYCLE PER FRAME
- ; FOOD POSITION JUST BEFORE RELEASING:
- CTHYPOS DB 4,0,-4,-8,-12,-8,-4 uses following byte
- CTHXPOS DB 00,4,6,4,0,-4,-6,-4
- ; CHEFMOVE.S
- ; CHEF CHARACTER TABLES
- ; INDEX INTO BY SHIFTING LEFT ONE; THE HEAD WILL BE THERE, THE FEET
- ; IN THE NEXT SLOT.
- CHRIGHT DB $08,$44,$06,$42,$04,$40
- CHLEFT DB $0E,$4A,$0C,$48,$0A,$46
- ; CHEF ANIMATION TABLES:
- CHHEADS DB $1C,$1B,$1A,$19,$18,$1F,$1E,$1D ; INDEXED BY DIRECTION
- CHRUNRC DB $26,$24,$22,$20 ; RUNNING RIGHT WITH ARM UP
- CHRUNR DB $2E,$2C,$2A,$28 ; RUNNING RIGHT, NO CARRY
- CHRUNLC DB $30,$32,$34,$36 ; RUNNING LEFT WITH CARRY
- CHRUNL DB $38,$3A,$3C,$3E ; RUNNING LEFT, NO CARRY
- REJOYCH DB $FC,$FA,$F8,$F6
- CHFLYSPD DB 9,7,8,7
- ; FOODMOVE.S
- PIEFLY DB $62,$5F,$60,$5D ; UP THROUGH DOWN RIGHT
- DB $62,$5C,$61,$5E ; SOUTH THROUGH NWEST
- PIEFLYPW DB $5E,$5F,$5F,$5F
- DB $5E,$5F,$5F,$5F
- BANFLY DB $4E,$4F,$51,$53 ; ANIMATION OF FLYING BANANA
- DB $55,$57,$59,$5A
- BANFLYPW DB $BF,$BE,$BE,$BE
- DB $BE,$BE,$BF,$BF
- PEAFLY DB $76,$74,$72
- SPLATCH DB $4E,$4C,$4A,$48,$46
- SPLATPW DB $1E,$1E,$1E,$1E,$1E
- MTABINC DB 3,2,1,0,3,2,1,3,0,3,1
- DB 2,3,0,1,2,3,0,3,2,1,0,2,0 uses two following bytes
- XVECTORH DB $00,$00,$01,$02,$03,$03,$04,$04
- DB $04,$04,$04,$03,$03,$02,$01,$00
- DB $00,$FF,$FE,$FD,$FC,$FC,$FB,$FB
- DB $FB,$FB,$FB,$FC,$FC,$FD,$FE,$FF
- XVECTORL DB $00,$DB,$AD,$6E,$18,$A3,$0B,$4A
- DB $60,$4A,$0B,$A3,$18,$6E,$AD,$DB
- DB $00,$26,$54,$93,$E9,$5E,$F6,$B7
- DB $A1,$B7,$F6,$5E,$E9,$93,$54,$26
- ; YVECTORH MOVED BELOW FOR ROM SPACE
- YVECTORL DB $00,$DE,$78,$D2,$F3,$E4,$AE,$5E
- DB $00,$A3,$53,$1D,$0E,$2F,$89,$23
- DB $01,$23,$89,$2F,$0E,$1D,$53,$A3
- DB $00,$5E,$AE,$E4,$F3,$D2,$78,$DE
- SCOREX DB $30,$82
- ; ICEMELT.S
- ICECHAR DB $0E,$0C,$0A,$08,$06,$04,$02,$00
- DRIPCHAR DB $12,$11,$10
- ;MOVE.S
- CHEIGHT DB $17,$0,$0 ; CHUCK
- DB $16,$0,$0,$16,$0,$0,$16,$0,$0,$16,$0,$0 ; CHEFS
- DB $9,$9,$9,$9,$9,$9,$9,$9 ; FOODS
- DB $9,$9,$9,$9,$9,$9,$9,$9
- CWIDTH DB $8,$0,$0 ; CHUCK
- DB $8,$0,$0,$8,$0,$0,$8,$0,$0,$8,$0,$0 ; CHEFS
- DB $6,$6,$6,$6,$6,$6,$6,$6 ; FOODS
- DB $6,$6,$6,$6,$6,$6,$6,$6
- ; FOODHIT.S
- ; TABLES TO MAKE INTERSECTIONS AWESOME:
- ; CHANGED CHARACTER SIZES FOR FOODHIT. (ROB 6.14.84)
- ; FCENTERY DB 7,0,0,7,0,0,7,0,0,4,0,0,4
- ; DYFCHAR DB 13,0,0,9,0,0,9,0,0,12,0,0,12
- FCENTERY DB 8,0,0,8,0,0,8,0,0,5,0,0,5
- DYFCHAR DB 14,0,0,10,0,0,10,0,0,13,0,0,13
- CHHITE DB $3,$3,$3
- DB $1,$1,$1,$1,$1,$1
- DB $1,$1,$1,$1
- STUKXPOS DB 2,8,2,-4,4,7,0,-3,6,6,-2,-2,7,4,-3,0
- STUKYPOS DB 4,-4,-12,-4,2,-6,-10,-2,0,-8,-8,0,-2,-10,-6,2
- ;HOLEHIT.S
- CHARHITE DB $9,$9,$9 ; HERO HEIGHT
- DB $7,$7,$7,$7,$7,$7 ; CHEF HEIGHTS
- DB $7,$7,$7,$7
- FALLSND DB $08,$00,$00
- DB $08,$00,$00
- DB $10,$00,$00
- DB $12,$00,$00
- DB $14,$00,$00
- ;CHEFHIT.S
- HYCENTER DB $FE,$FE,1,1
- DYHCHAR DB $0F,$10,$11,$12
- ;PILEHIT.S
- ; PUT 9 ENTRIES IN THIS TABLE, BECAUSE THE DIRECTION MIGHT BE "8"
- ; IF THE FOOD COMES FROM THE PILE WHICH THE HERO IS ON
- XFOODADJ DB 9,-4,-4,-4,-4,9,9,9
- YFOODADJ DB -2,-2,-2,-2,0,-3,-2,-2
- ; THE FOLLOWING TABLES CONTAIN CHARACTER POINTER LOW BYTES FOR THE
- ; PILES OF FOOD. THESE CHARACTERS ARE PLACED IN TABLES SO
- ; THAT I CAN GET THE CHARACTER JUST BY INDEXING FROM THE PILE
- ; SIZE.
- PILECHAR
- BANCHTAB DB $85,$83,$7F,$7B
- DB $85,$83,$7F,$7B
- PEACHTAB DB $A6,$A4,$A2,$9F
- DB $9C,$99,$96,$93
- PIECHTAB DB $B4,$B0,$AC,$A8
- DB $B4,$B0,$AC,$A8
- TOMCHTAB DB $90,$8D,$8A,$87
- DB $90,$8D,$8A,$87 ; SAME 4 REPEATED
- WATCHTAB DB $78,$78,$78,$78
- DB $78,$78,$78,$78
- PILEPALW
- BANPWTAB DB $BE,$BE,$BC,$BC ; BANANAS
- DB $BE,$BE,$BC,$BC
- PEAPWTAB DB $7E,$7E,$7E,$7D ; PEAS
- DB $7D,$7D,$7D,$7D
- PIEPWTAB DB $5C,$5C,$5C,$5C ; PIES
- DB $5C,$5C,$5C,$5C
- TOMPWTAB DB $9D,$9D,$9D,$9D ; TOMATOES
- DB $9D,$9D,$9D,$9D
- WATPWTAB DB $DD,$DD,$DD,$DD
- DB $DD,$DD,$DD,$DD
- AAPILEX
- PILECTR
- BANCTR DB $FE,$FF,$03,$03 ; BANANAS
- DB $03,$03,$03,$03
- PEACTR DB $00,$00,$00,$00 ; PEAS
- DB $01,$02,$03,$03
- PIECTR DB $03,$07,$07,$07 ; PIES
- DB $07,$07,$07,$07
- TOMCTR DB $00,$02,$02,$02 ; TOMATOES
- DB $02,$02,$02,$02
- WATCTR DB $03,$03,$03,$03
- DB $03,$03,$03,$03
- AAPILEDX
- PILEDX
- DB $06,$07,$0B,$0B ; BANANAS
- DB $0B,$0B,$0B,$0B
- DB $07,$07,$07,$07 ; PEAS
- DB $08,$09,$0A,$0A
- DB $06,$0A,$0A,$0A ; PIES
- DB $0A,$0A,$0A,$0A
- DB $07,$09,$09,$09 ; TOMATOES
- DB $09,$09,$09,$09
- DB $0A,$0A,$0A,$0A
- DB $0A,$0A,$0A,$0A
- AAPILEY
- PILECTRY
- DB $6,$6,$6,$6 bananas
- DB $3,$3,$3,$3
- DB $2,$2,$3,$3 peas
- DB $4,$5,$6,$7
- DB $2,$2,$4,$4 pie
- DB $FF,$FF,$1,$1
- DB $2,$2,$4,$4 tomatoes
- DB $FF,$FF,$1,$1
- DB $0,$0,$0,$0,$0,$0,$0,$0 watermelon
- AAPILEDY
- PILEDY
- DB 16,16,16,16 bananas
- DB 19,19,19,19
- DB 15,15,16,16 peas
- DB 17,18,19,20
- DB 14,14,16,16 pie
- DB 17,17,19,19
- DB 14,14,16,16 tomatoes
- DB 17,17,19,19
- DB 14,14,14,14,14,14,14,14 watermelon
- FLYCHAR DB $4E,$4C,$62,$5B,$F4
- FLYPALW DB $BF,$7E,$5E,$9F,$DE
- ; SCORE.S
- ; WILL BE ADDED TO PLSCORE+2
- LOSCORE DB $00,$01,$02,$03,$04,$05,$06,$07,$08,$09,$10
- DB 00,$10,$20,$30,$40,$50,$60,$70,$80,$90,00,$10,$20
- DB $30,$40,$50,$60,$70,$80,$90,$00,$10,$20,$30,$40,$50
- ; WILL BE ADDED TO PLSCORE+1 (ONLY NEEDED FOR CONE BONUS)
- HISCORE DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
- DB 00,00,00,00,00,00,00,00,00,00,01,01,01,01,01,01,01
- DB 01,01,01,02,02,02,02,02,02
- ; SOUND.S
- YVECTORH DB $07,$06,$06,$05,$04,$03,$02,$01
- DB $00,$FE,$FD,$FC,$FB,$FA,$F9,$F9
- DB $F9,$F9,$F9,$FA,$FB,$FC,$FD,$FE
- DB $00,$01,$02,$03,$04,$05 uses following 2 bytes
- DURTABL DB $06,$06,$06,$01,$02,$02,$01,$02,$02,$06,$06,$06
- DB $06,$0C,$01,$03,$02,$01,$02,$02,$02,$06,$06,$06
- DB $06,$03,$03,$05,$01,$01,$06,$06,$06
- CTRLTABL DB $0D,$04,$0D,$08,$08,$08,$0F,$0D,$0D,$04,$04,$0D
- DB $04,$06,$0D,$06,$06,$0D,$0D,$0D,$04,$04,$0D,$04
- DB $0D,$04,$0D,$0D,$08,$0D,$0D,$04,$0D
- PRYOR DB 100,110,110,95,95,90,80,97,97,100,110,110
- DB 100,100,90,97,97,97,97,97,97,100,100,100,100
- DB 100,100,100,100,100,100,100,100
- ; FREQUENCY TABLES FOR ALL SOUNDS:
- ; BEGINNING THE FIRST RACK:
- ZTUNE0F DB $17,$42,$12,$42,$17,$42,$12,$42
- DB $97,$0C,$44,$97,$0C,$44
- DB $17,$42,$97,$02,$42,$97,$02,$42
- DB $17,$42,$12,$42
- DB $97,$1A,$46
- DB $12,$42,$0F,$42,$12,$42,$0F,$42,$92,$0C,$44
- DB $92,$0C,$44,$12,$42,$92,$02,$42,$92,$02,$42
- DB $12,$42,$0F,$42,$92,$1A,$46
- DB $1F,$42,$17,$42
- DB $1F,$42,$17,$42,$9F,$0C,$44
- DB $9F,$0C,$44,$1F,$42,$9F,$02,$42,$9F,$02,$42
- DB $1F,$42,$17,$42,$9F,$1A,$FF
- ; TWO VOICES FOR HERO DEATH (ALL BUT LAST TIME)
- ZTUNE1F DB $11,$46,$14,$46,$17,$14,$4A
- DB $91,$0A,$92,$02,$94,$02,$97,$02,$9A,$02
- DB $9B,$02,$9F,$02,$2D,$8B,$14,$FF
- ZTUNE2F DB $0B,$46,$0D,$46,$0F,$0D,$4A
- DB $8B,$16,$97,$14,$FF
- ZTUNE30V ; BEGINNING OTHER RACKS
- ZTUNE1V
- ZTUNE2V
- ZTUNE0V DB $89 ; ALL SAME VOLUME
- ; CHUCK THROWING FOOD
- ZTUNE3F DB $0A,$09,$08,$07,$06,$05,$04,$03,$02,$01,$02,$03,$04,$FF
- ZTUNE3V DB $01,$02,$03,$04,$05,$06,$07,$06,$05,$04,$03,$02,$81
- ; CHEF HIT WITH FOOD
- ZTUNE4F DB $94,$0E,$FF
- ZTUNE4V DB $09,$07,$05,$04,$03,$02,$81
- ; FOOTSTEPS
- ZTUNE5F DB $14,$FF
- ZTUNE5V DB $87
- ; FOOD "GLOP" (HITTING HERO, SCORE)
- ZTUNE6F DB $F,$A,$8,$F,$A,$8,$F,$A
- DB $8,$F,$A,$24,$B,$28,$A,$2D,$E,$24,$A,$28,$E,$FF
- ZTUNE6V DB $2,$3,$4,$5,$6,$7,$8,$9
- DB $9,$8,$7,$6,$5,$4,$3,$2
- ; ANGELO RISE
- ZTUNE7F DB $1F,$1D,$1B,$1A,$18,$17,$16,$14,$13,$12,$11
- DB $10,$0F,$0E,$0D,$0C,$0B,$0A,$09,$FF
- ; ANGELO FALL
- ZTUNE8F DB $11,$12,$13,$15,$17,$19,$1B,$1D,$1F,$26
- DB $06,$06,$07,$07,$08,$FF
- ZTUNE7V
- ZTUNE8V DB $88
- ; WARNING CHIME
- ZTUNE9F DB $11,$11,$11,$11,$11,$11,$11,$11,$11,$11
- DB $11,$11,$11,$11,$11,$11,$11,$11,$11,$FF
- ZTUNE9V DB $0B,$08,$07,$06,$05,$0B,$08,$07,$06,$05
- DB $0B,$08,$07,$06,$05,$04,$03,$02,$81
- ; HERO DEATH, ALL BUT FIRST TIME:
- ATUNE10F DB $1B,$17,$11,$12,$12,$17,$12,$0F,$91,$1E,$FF
- ZTUNE10V DB $89
- ATUNE11F DB $17,$52,$0F,$52,$0B,$46,$0F,$46,$0B,$FF
- ZTUNE11V DB $0A,$09,$07,$08,$88
- ; END OF GAME MELODY (SIMILAR TO ALL-BUT-LAST DEATH SOUND)
- ATUNE12F DB $11,$46,$14,$46,$17,$14,$4C
- DB $11,$46,$14,$46,$17,$14,$4C
- DB $11,$46,$14,$46,$17,$14,$4C
- DB $11,$90,$02,$8F,$02,$8E,02,$8D,$02,$8C,$02
- DB $8B,$02,$8A,$02,$89,$02,$88,$10,$FF
- ZTUNE12V DB $89
- ATUNE13F DB $12,$64,$12,$64
- DB $2D,$97,$04,$48,$9B,$04,$48,$9F,$04,$48
- DB $9B,$04,$48,$97,$04,$54,$26,$12,$FF
- ZTUNE13V DB $88
- ; CONE DRIP SOUND
- ZTUNE14F DB $1F,$1B,$18,$15,$13,$11,$0F,$0D,$FF
- ZTUNE14V DB $87
- ; OSCAR RISE
- ZTUNE15F DB $1D,$1B,$1A,$18,$17,$15,$14,$13,$12,$11,$10
- DB $0F,$0E,$0D,$FF
- ZTUNE15V DB $89
- ; OSCAR FALL
- ZTUNE16F DB $06,$07,$08,$09,$0A,$0B,$0C,$0D,$0E,$0F
- DB $10,$11,$12,$FF
- ZTUNE16V DB $89
- ;JACQUES RISE
- ZTUNE17F DB $1F,$1D,$1B,$1A,$18,$17,$16,$14,$13,$12
- DB $17,$16,$14,$13,$12,$11,$10,$0F,$0E,$0D
- DB $12,$11,$10,$0F,$0E,$0D,$0C,$0B,$0A,$09
- DB $0E,$0D,$0C,$0B,$0A,$09,$08,$07,$06,$FF
- ZTUNE17V DB $88
- ; JACQUES FALL
- ZTUNE18F DB $06,$08,$0A,$0C,$0A,$0C,$0E,$10,$0D,$0F
- DB $11,$13,$12,$14,$FF
- ZTUNE18V DB $88
- ; ZORBA RISE
- ZTUNE19F DB $1F,$1D,$1B,$1A,$18,$17,$15,$14,$13,$12,$11
- DB $10,$0F,$0E,$0D,$0C,$0B
- DB $24,$1F,$1D,$1B,$1A,$18,$17,$15,$14,$FF
- ZTUNE19V DB $88
- ; ZORBA FALL
- ZTUNE20F DB $1A,$1B,$1D,$1F
- DB $2D,$0B,$0C,$0D,$0E,$0F,$10,$11,$12,$13,$14,$15
- DB $17,$18,$1A,$1B,$FF
- ZTUNE20V DB $88
- ; INSTANT REPLAY TUNE SEGMENTS--
- ; THIS IS THE INTRO TO THE TUNE: (DURATION 4, PART B IS DURATION 2)
- ; THIS INTRO CONTINUES DIRECTLY INTO PART A
- ZTUNE21F DB $1A,$1B,$1A,$14,$2D,$0B,$0C,$0B,$24,$1A
- DB $2D,$0D,$0E,$0D,$0B,$11,$12,$11,$0D
- DB $97,$12,$16,$14,$14,$13,$13
- DB $92,$18,$97,$18,$FD,$17 ; CONTINUE WITH PART A
- ZTUNE22F DB $11,$11,$64
- DB $11,$11,$64
- DB $70
- DB $70,$FD,$18
- ZTUNE21V DB $88
- ZTUNE22V DB $86
- ; 23 AND 24 ARE PART A OF THE TUNE, DURATION 4
- ZTUNE23F DB $1A,$1B,$1A,$1B,$1A,$1B,$1A,$1B
- DB $1A,$1B,$1A,$1B,$1A,$1B,$1A,$18
- DB $17,$46,$1B,$46,$1F,$1B,$46,$17
- DB $97,$1E,$52
- DB $1B,$1F,$1B,$1A,$17,$1B,$1F,$2D,$0B,$24
- DB $1B,$1A,$18,$17,$17,$1B,$1F,$2D,$0B,$24
- DB $1A,$1B,$1A,$17,$14,$1A,$1F,$2D,$0B,$24
- DB $1A,$17,$15,$14,$FC,$1A,$FB,$1B,$1F,$2D,$0B,$24
- DB $1A,$1B,$1A,$1B,$1A,$1B,$1A,$1B
- DB $1A,$1B,$1A,$1B,$1A,$1B,$1A,$18
- DB $17,$46,$1B,$46,$1F,$1B,$46
- DB $97,$2A,$4C,$FC
- DB $1B,$FB,$1A,$17,$1A,$1B,$1D,$1B,$1D
- DB $1B,$1A,$18,$17,$17,$13,$14,$17
- DB $1A,$46,$1F,$46,$2D,$0B,$24,$1F,$46,$9A,$18
- DB $46,$2D,$91,$18,$FC,$FD,$19 ; OKAY ENDING
- ZTUNE24F DB $11,$46,$0D,$46,$17,$46,$0D,$46
- DB $11,$46,$0D,$46,$17,$46,$0D,$46
- DB $12,$46,$0B,$46,$17,$46,$0B,$46
- DB $12,$46,$0B,$46,$17,$46,$0B,$46
- DB $12,$46,$0B,$46,$17,$46,$0B,$46
- DB $12,$46,$14,$46,$12,$46,$17,$46
- DB $11,$46,$12,$46,$14,$46,$12,$46
- DB $11,$46,$12,$46,$11,$46,$17,$46
- DB $11,$46,$0D,$46,$17,$46,$0D,$46
- DB $11,$46,$0D,$46,$17,$46,$0D,$46
- DB $12,$46,$0B,$46,$17,$46,$0B,$46
- DB $12,$46,$0B,$46,$17,$46,$0B,$46
- DB $12,$46,$0B,$46,$17,$46,$0B,$46
- DB $12,$46,$0B,$46,$17,$46,$0B,$46
- DB $4C,$17,$46,$14,$46,$12,$46
- DB $91,$18,$58,$FC,$FD,$1A
- ZTUNE23V DB $88
- ZTUNE24V DB $86
- ; THE FOLLOWING TWO TUNES ARE FOR THE "B" PART OF THE TUNE.
- ZTUNE25F DB $15,$FB,$94,$15
- DB $1B,$9A,$15
- DB $2D,$0C,$8B,$15
- DB $0E,$8D,$15
- DB $12,$12,$11,$11,$0F,$0F,$0D,$0D
- DB $0F,$0F,$10,$10,$0F,$0F,$11,$11
- DB $92,$21,$4F,$FC
- DB $24,$18,$FB,$97,$15
- DB $1C,$9B,$15
- DB $2D,$0C,$8B,$15
- DB $13,$92,$09,$4C
- DB $11,$11,$12,$12,$11,$11,$17,$17
- DB $0D,$0D,$0E,$0E,$0D,$0D,$11,$11
- DB $0B,$0B,$0C,$0C,$0B,$0B,$0D,$0D
- DB $24,$1A,$1A,$1B,$1B,$1A,$1A,$2D,$0B,$0B,$FC,$24
- DB $15,$FB,$94,$15
- DB $1B,$9A,$15
- DB $2D,$0C,$8B,$15
- DB $0E,$8D,$15,$FC
- DB $24,$10,$FB,$8F,$15
- DB $14,$93,$15
- DB $1B,$9A,$15
- DB $2D,$0A,$24,$9F,$15
- DB $10,$10,$15,$15,$1A,$1A,$2D,$0A,$43
- DB $0A,$0A,$24,$1A,$1A,$15,$15,$10,$10
- DB $11,$11,$14,$14,$1A,$1A,$2D,$0B,$43
- DB $0B,$0B,$24,$1A,$1A,$14,$14,$13,$13
- DB $91,$12,$13,$13
- DB $94,$0C,$97,$0C
- DB $9A,$27,$FC,$FF
- ZTUNE25V DB $88
- ZTUNE26F DB $91,$0C,$FB,$8D,$0C,$97,$0C,$8B,$0C
- DB $91,$0C,$8D,$0C,$97,$0C,$8B,$0C
- DB $97,$0C,$92,$0C,$9F,$0C,$92,$0C
- DB $97,$0C,$9F,$0C,$9B,$0C,$98,$0C
- DB $97,$0C,$92,$0C,$9F,$0C,$92,$0C
- DB $97,$0C,$92,$0C,$9F,$0C,$97,$0C
- DB $70
- DB $91,$0C,$97,$0C,$94,$0C,$92,$0C
- DB $91,$0C,$8D,$0C,$97,$0C,$8D,$0C
- DB $91,$0C,$8D,$0C,$97,$0C,$91,$0C
- DB $9A,$0C,$9B,$0C,$9A,$0C,$97,$0C
- DB $94,$0C,$92,$0C,$91,$0C,$94,$0C
- DB $95,$0C,$58,$95,$0C
- DB $97,$0C,$58,$97,$06,$46
- DB $97,$0C,$4C,$97,$0C,$4C
- DB $91,$27,$FC,$FF
- ZTUNE26V DB $86
- ; BONUS LIFE SOUND:
- ZTUNE27F DB $1F,$17,$12,$0F,$0F,$12,$8F,$19,$FF
- ZTUNE27V DB $8B
- ; CHARLIE MUNCH SOUND:
- ZTUNE28F DB $19,$16,$13,$10,$0E,$0C,$0A,$09
- DB $08,$7,$6,$5,$4,$3,$2,$1,$FF
- ZTUNE29F DB $11,$13,$15,$17,$19,$1C,$1F,$19
- DB $17,$15,$13,$11,$0F,$0E,$0D,$0C,$FF
- ZTUNE28V DB $84
- ZTUNE31V
- ZTUNE32V
- ZTUNE29V DB $87
- ; BEGINNING RACKS OTHER THAN THE FIRST:
- ZTUNE30F DB $17,$42,$12,$42,$17,$42,$12,$42
- DB $97,$0C,$44,$97,$0C,$44
- DB $17,$42,$97,$02,$42,$97,$02,$42
- DB $17,$42,$12,$42
- DB $97,$1A,$FF
- ; TAG AT THE END OF INSTANT REPLAY:
- ZTUNE31F DB $1A,$46,$1F,$46,$2D,$0B,$24,$1F,$4C
- DB $1A,$46,$1F,$46,$2D,$0B,$24,$1F,$4C
- DB $1A,$46,$1F,$46,$2D,$0B,$24,$1F,$48
- DB $9A,$1E,$58,$FF
- ZTUNE32F DB $11,$11,$64
- DB $11,$11,$64
- DB $11,$46,$17,$46,$14,$46,$12,$46
- DB $11,$52,$91,$18,$FF
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