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- * PUTCHAR.S THIS PROVIDES ROUTINES FOR MODIFYING THE SCREEN
- * THIS ROUTINE PUTS UP A SET OF CHARACTERS IN A BLOCK ON THE SCREEN. IT'S
- * PARAMETERS ARE:
- * TEMP0 THE NUMBER OF LINES TO BE CHANGED
- * TEMP1 THE NUMBER OF COLUMNS TO BE CHANGED
- * TEMP2 WHAT CHARACTER IN THE FONT TO START WITH (THIS IS INCREMENTED)
- * TEMP3 WHAT ZONE THE MODIFICATION STARTS IN
- * TEMP4 WHAT COLUMN IN THE ZONE IT STARTS IN
- * TEMP5, 6, AND 7 ARE USED FOR INTERNAL USE
- PUTCHARS LDA #$01
- STA TEMP5
- JMP PCHAR
- * THIS ROUTINE IS THE SAME AS PUTCHARS, BUT THE CHARACTER USED FOR MODIFICATION
- * DOES NOT CHANGE.
- PUTCHAR LDA #$00
- STA TEMP5
- JMP PCHAR
- * THIS ROUTINE DOES THE WORK FOR PUTCHARS AND PUTCHAR
- PCHAR LDX TEMP3 ;THE ZONE
- LDA SCRLOW,X ;LOW BYTE OF ADDRESS FOR ZONE
- STA TEMP6 ;TEMP LOCATION
- LDA SCRHI,X ;HI BYTE OF ADDRESS FOR ZONE
- STA TEMP7
- LDX TEMP1 ;NUMBER OF COLUMNS
- LDY TEMP4 ;STARTING COLUMN
- PLOOP LDA TEMP2 ;STARTING CHAR
- STA (TEMP6),Y
- LDA TEMP5 ;SEE IF STARTING CHAR IS INCREMENTED
- BEQ PJMP0
- INC TEMP2 ;NEXT CHAR
- PJMP0 INY
- DEX
- BNE PLOOP
- INC TEMP3 ;NEXT ZONE
- DEC TEMP0 ;ONE LESS LINE
- BNE PCHAR ;DO IT AGAIN IF MORE LINES
- RTS
- * THIS ROUTINE PUTS A SINGLE CHARACTER INTO A SINGLE PLACE ON THE SCREEN.
- * PARAMETERS:
- * TEMP0 ZONE
- * TEMP1 COLUMN
- * X CHARACTER
- * TEMP2-3 ARE USED.
- PLOPCHAR STY TEMP23
- LDY TEMP0 ;THE ZONE
- LDA SCRLOW,Y ;LOW BYTE OF ADDRESS FOR ZONE
- STA TEMP2 ;TEMP LOCATION
- LDA SCRHI,Y ;HI BYTE OF ADDRESS FOR ZONE
- STA TEMP3
- LDY TEMP1
- TXA
- STA (TEMP2),Y
- LDY TEMP23
- RTS
- * THIS RETURNS (IN A) THE CONTENTS OF A CHARACTER.
- * PARAMETERS: TEMP0 - ZONE, TEMP1 - COL
- * TEMPS: TEMP2-3
- GETCHAR STY TEMP23
- LDY TEMP0 ;THE ZONE
- LDA SCRLOW,Y ;LOW BYTE OF ADDRESS FOR ZONE
- STA TEMP2 ;TEMP LOCATION
- LDA SCRHI,Y ;HI BYTE OF ADDRESS FOR ZONE
- STA TEMP3
- LDY TEMP1 ;STARTING COLUMN
- LDA (TEMP2),Y
- LDY TEMP23
- RTS
- * THIS ROUTINE ADDS THE ACCUMULATOR TO THE PRESENT SCORE. NOTE THAT THE
- * ACCUMULATOR SHOULD HAVE A DECIMAL NUMBER, THIS WILL BE MULTIPLIED BY 10
- * TEMP 8-12 ARE USED. REGISTERS ARE PRESERVED. TEMP 6-7 ARE USED BY WRTSCORE
- * IF ADDTOTAL IS CALLED, THE USER SETS UP TEMP11-12 TO THE ADDED SCORE
- ADDSCORE STA TEMP12
- LDA #$00
- STA TEMP11
- ADDTOTAL TXA ;STACK REGISTERS
- PHA
- TYA
- PHA
- LDA #$00 ;CLEAR TOP TWO BYTES OF ADDED VALUE
- STA TEMP9
- STA TEMP10
- LDX AUTOPLAY
- BNE ADSOUT
- LDY PLAYER ;SEE WHICH PLAYER IS ACTIVE
- BNE ADSP2
- LDY #$03
- SED ;DECIMAL MODE ON
- CLC
- ADS1LOOP LDA TEMP9,Y
- ADC P1SCORE,Y
- STA P1SCORE,Y
- LDA #$00
- DEY
- BPL ADS1LOOP
- CLD ;DECIMAL MODE OFF
- JSR CHKSCOR1
- JMP ADSOUT
- ADSP2 LDY #$03
- SED ;DECIMAL MODE ON
- CLC
- ADS2LOOP LDA TEMP9,Y
- ADC P2SCORE,Y
- STA P2SCORE,Y
- LDA #$00
- DEY
- BPL ADS2LOOP
- CLD ;DECIMAL MODE OFF
- JSR CHKSCOR2
- ADSOUT JSR WRTSCORE
- PLA ;UNSTACK REGISTERS
- TAY
- PLA
- TAX
- RTS
- * THIS ROUTINE CHECKS TO SEE IF PLAYER 1 HAS A BONUS LIFE COMING
- CHKSCOR1 LDA P1BONUS ;MAKE SURE BONUS IS ENABLED
- BMI CKS1OUT
- SED
- SEC ;DECIMAL MODE ON
- LDA P1BONUS+1
- SBC TEMP12
- STA P1BONUS+1
- LDA P1BONUS
- SBC TEMP11
- STA P1BONUS
- CLD ;DECIMAL MODE OFF
- LDA P1BONUS ;COMPENSATE FOR 6502 BUG
- BPL CKS1OUT
- JSR INCLIVES
- CKS1OUT RTS
- * THIS ROUTINE CHECKS TO SEE IF PLAYER 2 HAS A BONUS LIFE COMING
- CHKSCOR2 LDA P2BONUS ;MAKE SURE BONUS IS ENABLED
- BMI CKS2OUT
- SED
- SEC ;DECIMAL MODE ON
- LDA P2BONUS+1
- SBC TEMP12
- STA P2BONUS+1
- LDA P2BONUS
- SBC TEMP11
- STA P2BONUS
- CLD ;DECIMAL MODE OFF
- LDA P2BONUS ;COMPENSATE FOR 6502 BUG
- BPL CKS2OUT
- JSR INCLIVES
- CKS2OUT RTS
- * THIS ROUTINE INITIALIZES THE LIVES
- INITLIV LDA #$04
- STA LIVES
- STA TOTLIVES
- LDX TWOPLAYR
- BEQ ILOUT
- STA BAKLIVES ;FOR THE OTHER PLAYER
- LDA #$09
- STA TOTLIVES
- ILOUT RTS
- * THIS ROUTINE DECREMENTS THE LIVES.
- DECLIVES LDA AUTOPLAY
- BNE DECALT
- JSR CLEARTUN
- JSR WAIT
- DEC LIVES
- JSR WRTLIVES
- LDA LIVES
- BPL DLCONT
- JSR OVER ;PUT GAME OVER UP
- JSR WAIT
- JSR WCLEAR
- DLCONT DEC TOTLIVES
- BMI DLDEAD
- LDA TWOPLAYR
- BNE DLSWITCH
- JSR LIFEINIT
- DLREADY JSR READY ;PUT PLAYER READY UP
- JSR WAIT
- JMP WCLEAR
- DLSWITCH JSR OTHRINIT ;SWITCH TO OTHER PLAYER
- JMP DLREADY
- DLDEAD LDA #$01 ;GAME OVER
- STA GAMEOVER
- RTS
- DECALT JMP NEXTRACK ;IF AUTOPLAY - SWITCH RACKS INSTEAD
- * THIS ROUTINE INCREMENTS THE LIVES.
- INCLIVES INC LIVES
- INC TOTLIVES
- LDA #$14
- JSR DOTUNE
- JMP WRTLIVES
- * THIS ROUTINE WRITES THE SCORES OF THE PLAYERS ON THE SCREEN
- * TEMPS 6-7 AND 10 ARE USED
- * NOTE: SCORE+1 IS USED SINCE THE HI BYTE IS ONLY MAINTAINED FOR THE HIGH
- * SCORE CART
- WRTSCORE LDX #$1E
- LDA SCRLOW,X ;LOW BYTE OF ADDRESS FOR ZONE
- STA TEMP6 ;TEMP LOCATION
- LDA SCRHI,X ;HI BYTE OF ADDRESS FOR ZONE
- STA TEMP7 ;NOW - ZONE LINE IS SET UP
- LDY #P1SCRCOL ;STARTING COLUMN
- LDX PLAYER
- LDA NUMCHAR,X
- STA TEMP10 ;SET STARTING CHARACTER FOR ZERO
- LDX #$00
- WRSALOOP LDA P1SCORE+1,X ;ELIMINATE LEADING ZEROS
- LSR A
- LSR A
- LSR A
- LSR A
- BNE WRS1JMP0
- JSR WRTBLANK
- LDA P1SCORE+1,X
- AND #$0F
- BNE WRS1JMP1
- JSR WRTBLANK
- INX
- CPX #$03
- BMI WRSALOOP
- JMP WRS1JMP2
- WRS1LOOP LDA P1SCORE+1,X ;WRITE SCORE FOR PLAYER 1
- LSR A
- LSR A
- LSR A
- LSR A
- WRS1JMP0 JSR WRTDIGIT
- LDA P1SCORE+1,X
- AND #$0F
- WRS1JMP1 JSR WRTDIGIT
- INX
- CPX #$03
- BMI WRS1LOOP
- WRS1JMP2 LDA #$00 ;TRAILING ZERO
- JSR WRTDIGIT
- WRSB LDA TWOPLAYR ;DON'T DO SECOND IF ONE-PLAYER
- BEQ WRS2NONE
- LDX PLAYER
- LDA NUMCHAR2,X
- STA TEMP10 ;SET STARTING CHARACTER FOR ZERO
- LDX #$00 ;START WITH HIGH BYTE
- LDY #P2SCRCOL ;STARTING COLUMN
- WRSBLOOP LDA P2SCORE+1,X ;ELIMINATE LEADING ZEROS
- LSR A
- LSR A
- LSR A
- LSR A
- BNE WRS2JMP0
- JSR WRTBLANK
- LDA P2SCORE+1,X
- AND #$0F
- BNE WRS2JMP1
- JSR WRTBLANK
- INX
- CPX #$03
- BMI WRSBLOOP
- JMP WRS2JMP2
- WRS2LOOP LDA P2SCORE+1,X ;WRITE SCORE FOR PLAYER 2
- LSR A
- LSR A
- LSR A
- LSR A
- WRS2JMP0 JSR WRTDIGIT
- LDA P2SCORE+1,X
- AND #$0F
- WRS2JMP1 JSR WRTDIGIT
- INX
- CPX #$03
- BMI WRS2LOOP
- WRS2JMP2 LDA #$00 ;TRAILING ZERO
- JMP WRTDIGIT ;ALL DONE
- WRS2NONE LDY #P2SCRCOL ;CLEAR OUT PLAYER 2 (JUST IN CASE)
- LDX #$06
- WRS2NLP JSR WRTBLANK
- DEX
- BPL WRS2NLP
- RTS
- * THIS ROUTINE WRITES A DIGIT (IN THE ACCUMULATOR) TO THE NEXT SPOT ON THE
- * SCREEN (TEMP6). TEMP10 IS ADDED (TO GIVE OFFSET INTO FONT).
- WRTDIGIT CLC
- ADC TEMP10
- STA (TEMP6),Y
- INY
- RTS
- * THIS ROUTINE WRITES A BKANK TO THE NEXT SPOT ON THE SCREEN (TEMP6).
- WRTBLANK LDA #BLNKCHAR
- STA (TEMP6),Y
- INY
- RTS
- * THIS ROUTINE WRITES THE LIVES ON THE SCREEN
- WRTLIVES LDA LIVES ;GET NUMBER OF LIVES
- CMP #$05 ;MAKE SURE NOT TOO BIG
- BMI WLJMP0
- LDA #$05
- WLJMP0 ASL A ;TURN IT INTO AN INDEX INTO DLISTS
- ASL A
- STA TEMP16
- LDX #$10 ;NOW, GO THROUGH THE INDICATORS
- WLLOOP CPX TEMP16
- BPL WLBLANK
- LDA #$28 ;TURN ON AN INDICATOR
- STA BDLIST0,X
- LDA #$2A
- STA BDLIST1,X
- JMP WLNEXT
- WLBLANK LDA #$00 ;TURN ON A BLANK
- STA BDLIST0,X
- STA BDLIST1,X
- WLNEXT DEX ;NEXT ONE IS 4 LESS
- DEX
- DEX
- DEX
- BPL WLLOOP
- RTS
- * FLASH THE POWER DOTS
- FLASHDOT JSR SETFLSH ;SET NEXT FLASH
- LDY RACK
- LDA EDZONE0,Y
- STA TEMP0
- LDA EDCOL0,Y
- STA TEMP1
- JSR SWTCHDOT ;SWITCH ZONE 0 COLUMN 0
- LDA EDCOL1,Y
- STA TEMP1
- JSR SWTCHDOT ;SWITCH ZONE 0 COLUMN 1
- LDA EDZONE1,Y
- STA TEMP0
- JSR SWTCHDOT ;SWITCH ZONE 1 COLUMN 1
- LDA EDCOL0,Y
- STA TEMP1
- JMP SWTCHDOT ;SWITCH ZONE 1 COLUMN 0
- * SWITCH A SINGLE POWER DOT - ZONE AND COL IN TEMP0 AND 1
- SWTCHDOT JSR GETCHAR
- CMP #BLNKCHAR
- BEQ SDOUT
- EOR #$01
- TAX
- JMP PLOPCHAR
- SDOUT RTS
- * MAKE THE POWER DOTS WHITE FOR END OF RACK
- FINALDOT LDY RACK
- LDA EDZONE0,Y
- STA TEMP0
- LDA EDCOL0,Y
- STA TEMP1
- JSR ONDOT ;TURN ON ZONE 0 COLUMN 0
- LDA EDCOL1,Y
- STA TEMP1
- JSR ONDOT ;TURN ON ZONE 0 COLUMN 1
- LDA EDZONE1,Y
- STA TEMP0
- JSR ONDOT ;TURN ON ZONE 1 COLUMN 1
- LDA EDCOL0,Y
- STA TEMP1
- JMP ONDOT ;TURN ON ZONE 1 COLUMN 0
- * TURN ON SINGLE POWER DOT - ZONE AND COL IN TEMP0 AND 1
- ONDOT JSR GETCHAR
- AND #$FE
- TAX
- JMP PLOPCHAR
- * SET THE NEXT FLASH MOVE
- SETFLSH LDA RTLOCAL+1
- CLC
- ADC #WAITFLSH
- STA FLSHWAIT
- RTS
- * THIS JUST SETS TEMP0 AND TEMP1 TO HAVE THE SCREEN LOCATION FOR ZONE Y
- SETSCRN LDA SCRLOW,Y ;LOW BYTE OF ADDRESS FOR ZONE
- STA TEMP0 ;TEMP LOCATION
- LDA SCRHI,Y ;HI BYTE OF ADDRESS FOR ZONE
- STA TEMP1
- RTS
- * PUT THE READY MESSAGE UP
- READY JSR WPLAYR ;WRITE THE PLAYER
- LDY #$21
- JMP WRTMESG ;WRITE READY
- * PUT THE GAME OVER MESSAGE UP
- OVER JSR WPLAYR ;WRITE THE PLAYER
- ALLOVER LDY #$22
- JMP WRTMESG ;WRITE GAME OVER
- * PUT A PLAYER UP ON THE SCREEN
- WPLAYR LDA TWOPLAYR
- BEQ WPLOUT
- LDA #OFFSCRN ;MOVE THE RED GUY AWAY
- STA HPLIST+1
- STA DOLIST+1
- LDA PLAYER ;WRITE THE PLAYER
- CLC
- ADC #$0F
- TAY
- JSR WRTMESG
- WPLOUT RTS
- * ERASE ALL THE MESSAGES ON THE SCREEN
- WCLEAR JSR WCSETUP
- LDA #MESHZONE
- STA TEMP3 ;ZONE
- JSR PUTCHAR
- JSR WCSETUP
- LDA #MESLZONE
- STA TEMP3 ;ZONE
- JMP PUTCHAR
- * PREPARE THE TEMPS FOR WCLEAR
- WCSETUP LDA #$01
- STA TEMP0 ;ONE LINE
- LDA #$0A
- STA TEMP1 ;10 COLUMNS
- LDA #BLNKCHAR
- STA TEMP2 ;CHARACTER
- LDA #MESCOL
- STA TEMP4 ;COLUMN
- RTS
- * THIS ROUTINE WRITES ONE OF THE TITLE PAGE MESSAGES ON THE SCREEN
- * INPUT: MESSAGE IN Y (SMASHES Y)
- WRTMESG STX TEMP5 ;SAVE X
- LDA TMLENGTH,Y ;SET LENGTH OF MESSAGE
- STA TEMP4
- LDA TMZONE,Y ;SET STARTING ZONE AND COLUMN
- STA TEMP0
- LDA TMCOL,Y
- STA TEMP1
- TYA ;TEMP 6 NON ZERO IF MESSAGE $10 OR OVER
- SEC
- SBC #$13
- STA TEMP6
- LDA TMOFFSET,Y ;SET Y TO OFFSET
- TAY
- WMLOOP LDA TEMP6
- BPL WMLJMP0
- LDA TMESSAGE,Y ;DO IT
- JMP WMLJMP1
- WMLJMP0 LDA TMESSAG2,Y ;DO IT - SECOND BANK OF MESSAGES
- WMLJMP1 TAX
- JSR PLOPCHAR
- INY ;NEXT INPUT CHAR
- INC TEMP1 ;NEXT OUTPUT CHAR
- DEC TEMP4 ;SEE IF DONE
- BPL WMLOOP
- LDX TEMP5 ;RESTORE X
- RTS
- * DATA FOR MESSAGES. NOTE - MESSAGES OVER $13 COME FROM TMESSAG2, OTHERS COME
- * FROM TMESSAGE.
- * THESE ARE OFFSETS INTO THE MESSAGE TABLE
- TMOFFSET DB $00,$06,$0C,$12,$18,$22,$36,$3A ;OFFSETS INTO TMESSAGE
- DB $42,$52,$62,$72,$82,$92,$A1,$BF
- DB $B4,$B0,$BB
- HSCOFF DB $00,$0A,$14,$1E,$28,$32,$3C,$46
- DB $50,$55,$5A,$5F,$68,$71,$7A,$84
- TMLENGTH DB $05,$05,$05,$05,$09,$13,$03,$07 ;LENGTH (-1)
- DB $0F,$0F,$0F,$0F,$0F,$0E,$0E,$09
- DB $09,$09,$09
- DB $09,$09,$09,$09,$09,$09,$09,$09
- DB $04,$04,$04,$08,$08,$08,$09,$09
- TMZONE DB $0F,$0F,$0F,$0F,$0F,$1C,$0C,$0C ;ZONE MESSAGE APPEARS
- DB $02,$03,$04,$05,$06,$16,$18,$0A
- DB $0A,$0C,$0C
- DB $0F,$0F,$0F,$0F,$0F,$0F,$0F,$0F
- DB $0F,$0F,$0F,$0E,$0E,$0E,$10,$10
- TMCOL DB $0A,$0A,$0A,$0A,$0A,$04,$08,$08 ;COLUMN FOR MESSAGE
- DB $06,$06,$06,$06,$06,$06,$06,$09
- DB $09,$09,$09
- DB $09,$09,$09,$09,$09,$09,$09,$09
- DB $04,$04,$04,$0C,$0C,$0C,$09,$09
- * THESE ARE THE MESSAGES FOR THE TITLE PAGE
- TMESSAGE DB $5F,$69,$66,$6B,$68,$76 ;0 - BLINKY
- DB $6D,$66,$6B,$68,$76,$50 ;1 - PINKY
- DB $66,$6B,$68,$76,$50,$50 ;2 - INKY
- DB $70,$72,$62,$50,$50,$50 ;3 - SUE
- DB $6A,$70,$50,$6D,$5E,$60,$7A,$6A,$5E,$6B ;4 - MS PAC-MAN
- DB $60,$6C,$6D,$76,$6F,$66,$64,$65,$71,$00 ;5 - COPYRIGHT
- DB $5E,$71,$5E,$6F,$66,$00,$55,$5D,$5C,$58 ; ATARI 1984
- DB $74,$66,$71,$65 ;6 - WITH
- DB $70,$71,$5E,$6F,$6F,$66,$6B,$64 ;7 - STARRING
- DB $83,$88,$8D,$92,$97,$00,$00,$00 ;8 - LINE 1 - MS PAC LO
- DB $00,$00,$00,$00,$00,$00,$00,$00
- DB $84,$89,$8E,$93,$98,$9C,$00,$00 ;9 - LINE 2
- DB $00,$00,$00,$00,$00,$00,$00,$00
- DB $85,$8A,$8F,$94,$99,$9D,$A0,$00 ;A - LINE 3
- DB $A4,$A7,$AA,$AD,$AF,$A4,$B2,$B3
- DB $86,$8B,$90,$95,$9A,$9E,$A1,$A3 ;B - LINE 4
- DB $A5,$A8,$AB,$AE,$95,$B0,$A8,$AB
- DB $87,$8C,$91,$96,$9B,$9F,$A2,$00 ;C - LINE 5
- DB $A6,$A9,$AC,$91,$96,$B1,$A9,$AC
- DB $72,$70,$62,$00,$67,$6C,$76,$70 ;D - USE JOYS
- DB $71,$66,$60,$68,$00,$71,$6C ; TICK TO
- DB $60,$65,$5E,$6B,$64,$62,$00,$70 ;E - CHANGE S
- DB $62,$71,$71,$66,$6B,$64,$70 ; ETTINGS
- DB $6C,$6B,$62,$00,$6D,$69,$5E,$76,$62,$6F ;11 - ONE PLAYER
- DB $00 ;10 - PLAYER TWO
- DB $71,$74,$6C,$00,$6D,$69,$5E,$76,$62,$6F ;12 - TWO PLAYER
- DB $00,$6C,$6B,$62 ;F - PLAYER ONE
- TMESSAG2 DB $71,$62,$61,$61,$76,$00,$5F,$62,$5E,$6F ;13 - TEDDY BEAR
- DB $00,$60,$65,$62,$6F,$6F,$66,$62,$70,$00 ;14 - CHERRIES
- DB $70,$71,$6F,$5E,$74,$5F,$62,$6F,$6F,$76 ;15 - STRAWBERRY
- DB $00,$00,$6C,$6F,$5E,$6B,$64,$62,$00,$00 ;16 - ORANGE
- DB $00,$6D,$6F,$62,$71,$77,$62,$69,$00,$00 ;17 - PRETZEL
- DB $00,$00,$5E,$6D,$6D,$69,$62,$00,$00,$00 ;18 - APPLE
- DB $00,$00,$00,$6D,$62,$5E,$6F,$00,$00,$00 ;19 - PEAR
- DB $00,$00,$5F,$5E,$6B,$5E,$6B,$5E,$00,$00 ;1A - BANANA
- DB $5E,$60,$71,$50,$55 ;1B - ACT 1
- DB $5E,$60,$71,$50,$56 ;1C - ACT 2
- DB $5E,$60,$71,$50,$57 ;1D - ACT 3
- DB $71,$65,$62,$76,$50,$6A,$62,$62,$71 ;1E - THEY MEET
- DB $71,$65,$62,$50,$60,$65,$5E,$70,$62 ;1F - THE CHASE
- DB $67,$72,$6B,$66,$6C,$6F,$50,$50,$50 ;20 - JUNIOR
- DB $00,$00,$6F,$62,$5E,$61,$76,$78,$00,$00 ;21 - READY
- DB $64,$5E,$6A,$62,$00,$00,$6C,$73,$62,$6F ;22 - GAME OVER
- * START OF DIGITS FOR CURRENT AND NON-CURRENT PLAYERS
- NUMCHAR DB $54,$46
- NUMCHAR2 DB $46,$54
- * ZONES AND COLUMNS FOR MESSAGES
- MESHZONE EQU $0A
- MESLZONE EQU $10
- MESCOL EQU $09
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