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ROBOATT.ASM
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ROBOATT.ASM
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.FILE 'ROBOATT.ASM'
.TITLE "ROBO ATTRACT MODE"
.WIDTH 132
.OPTION B,D,L,T
.MNOLIST
;
;
; COPYRIGHT (C) 1989 WILLIAMS ELECTRONICS GAMES, INC.
;
;
; GET THE SYSTEM STUFF
;
.INCLUDE "MPROC.EQU" ;MPROC EQUATES
.INCLUDE "DISP.EQU" ;DISPLAY PROC. EQUATES
.INCLUDE "\VIDEO\SYS\SYS.INC" ;Z UNIT SYSTEM EQUATES
.INCLUDE "\VIDEO\SYS\GSP.INC"
.INCLUDE "\VIDEO\SYS\MACROS.HDR" ;MACROS DEFINITIONS
.INCLUDE "MAC2.ASM" ;MACRO 2 DEFINITIONS
.INCLUDE "IMGTBL.GLO"
.INCLUDE "BGNDTBL.GLO" ;BACKGROUND EQUATES
.INCLUDE "ROBO.EQU"
.INCLUDE "AUDIT.EQU"
.BSS PAL1,16*16*2 ;ALLOCATE 2 X COLOR AREA IN RAM
.BSS PAL2,16*16*2 ;ALLOCATE 2 X COLOR AREA IN RAM
.BSS STORYNUM,16
.BSS P1PZ1,8
.BSS P1PZ2,8
.BSS P1PZ3,8
.BSS P1CSH,16
.BSS P2PZ1,8
.BSS P2PZ2,8
.BSS P2PZ3,8
.BSS P2CSH,16
.BSS TMP,8
.BSS DUMB2,8
.BSS TMP1,32
.BSS TMP2,32
.BSS PLAYPAGE,16
.BSS STATUS,16
.BSS WANTIN,8
.TEXT
;
;SOUNDS
;
.REF MCSPK6,MCSPK5,LEGOSND,STRYMSC,MONIN,MBANG,FADE_DOWN,FADE_UP
.REF MUSICOFF,HIMUSC,CROWD1
;EUGENE HIGH SCORES
.REF GETHIGH,GETINIT,KEEPON,GET_ADJ,CIRCUIT,CLNPAL,GOS
;
; SYMBOLS DEFINED IN THIS FILE
;
.DEF GRATS,CLRP1PZ,CLRP2PZ
.DEF ATSTRT,PLAYPAGE,WANTIN,SPRKL,GETLVS,SMASHON
.DEF SYSINITL,P1PZ1,P1PZ2,P1PZ3,P1CSH,P2PZ1,P2PZ2,P2PZ3,P2CSH
.DEF WIPEOUT,INITIALS
.DEF P1START,DEC_LV
.DEF P2START
.DEF ADDBUY
.DEF SCRIPTPLAY
.DEF ATTSLP,STATUS
;
; SYMBOLS DEFINED EXTERNALLY
;
.REF DOMNTR,COVER,EHALT,BOSSON,DOSHK0,SHAKER,CLRBPAL
; .REF FBI_LIT
.REF SPEECH,COLCYC,FLR2_LIT,HULKTYP
.REF FIGURES,BSCORE,ENTERON
.REF GPALOBJ,XYSEEK,AUTOPAL3
.REF OBJON,OBJOFF,SYNCHALF,WNTOUT,CLRPAL
.REF P1LVS,P2LVS,LFCY,RFCY,LFACEP,RFACEP,CNTDIG1,CNTDIG2
.REF KP_LS,KP_RS,CANT,OBJSCRN
.REF METERP1,METERP2,P2MTRY,P1MTRY,SET_GATE_2,RINGS
.REF GAMSTATE,RD7FONT,RD15FONT,WAVE,P1CTRL,P2CTRL,SOUNDSUP,IRQSKYE
.REF SCRCLR,INIT_DEMO,P1DATA,P2DATA,KILALL,BAKLST,PLYRPRCS
.REF DELPAL,DELOBJ,FRANIM,RANGRAND
.REF BAKMODS
.REF BGND_UD1,PLYROBJS,MTR1CNT
.REF DISPLAYON,MYOINIT,CLR_SCRN,DMAQWAIT
.REF CLRWORLD,GAMERASE,SCORE_FLAG,GETFPAL
.REF CLRSWPRC,SYNCFULL,DRAW_PLYR_TORSO
.REF SYSCOPY,CRD_SCRN,KILL_CRD,SET_1ST
.REF CR_CONTP,P_CONT,CR_STRTP,P_START,AUD,AUD1
.REF WNDWON,WNDWOFF,EXPSCRN,SNKSCRN,SNKNOW,DELWNDW
.REF KILBGND,CLR_ALL
.REF AWAVE,INIT_GAME
.REF MSG_PROC
.REF SCORETYP,HALT,STARTUP
.REF LIVECNT
.REF FROMDR
.REF COLRPRC
.REF SCRFIL,AUTOEOFF
.REF AUTOEON
.REF FADEOUT,FADEIN,BLAKOUT
;TEMPORARILY REFERENCED
.REF STRCNRMO
;
;ATTRACT MODE START UP ROUTINE
;
ATSTRT:
MOVK 1,A0
MOVE A0,@GAMERASE
MOVE @GAMSTATE,A0
CMPI INDIAG,A0
JREQ ATSTRTX
MOVI INAMODE,A0
MOVE A0,@GAMSTATE,W
MOVI IBUYINS,A0
MOVE A0,@P1DATA+PBUYINS,W ;MAKE SURE WE ALLOW BUYINS
MOVE A0,@P2DATA+PBUYINS,W
CALLA COLRPRC
CREATE AMDEPID,AMODE ;CREATE THE ATTRACT MODE
CLR A0
MOVE A0,@PLAYPAGE,W ;CLEAR AMODE PLAY PAGE
MOVE A0,@HALT
MOVE A0,@BSCORE
MOVE A0,@HULKTYP
MOVE A0,@ENTERON
ATSTRTX:
RETS
;
; CYCLE BETWEEN MODES
;
AMODE:
; JRUC AMJ
; JSRP INITIALS ;ENTER INITIALS SCREEN
;AMJ
JSRP HSTDTAB ;SHOW HIGH SCORE TO DATE TABLE
JSRP TITLPAGE ;DISPLAY TITLE (SPLASH SCREEN) PAGE
CALLA CLRBPAL
JSRP ATTPLAY ;DO SOME ATTRACT MODE PLAY STUFF
SLEEP 1
CALLA CLRBPAL
JSRP LOGOSC
JSRP DO_CRD_SCRN ;DISPLAY INSERT COIN SCREEN
CALLA CLRBPAL
JSRP TITLPAGE ;DISPLAY TITLE (SPLASH SCREEN) PAGE
JSRP HSTDTAB ;SHOW HIGH SCORE TO DATE TABLE
JSRP ATTPLAY ;DO SOME ATTRACT MODE PLAY STUFF
JSRP DO_CRD_SCRN ;CREDIT INFO SCREEN
CALLA CLRBPAL
; JSRP DOFBI ;DISPLAY FBI SCRN
JSRP HSTDTAB ;SHOW HIGH SCORE TO DATE TABLE
JSRP TITLPAGE ;DISPLAY TITLE (SPLASH SCREEN) PAGE
CALLA CLRBPAL
JSRP ATTPLAY ;DO ATTRACT MODE DEMO PLAY
SLEEP 20
JSRP OFFERT
SLEEP 1 ;60 ;SLEEP AWHILE
MOVI AMDEPID,A0
MOVE A0,*A13(PROCID),W
JRUC AMODE
KILCYC
MOVI COLRPID,A0
CLR A1
NOT A1
CALLA KILALL ;KILL ALL COLOR UPDATE PROCESSES
RETS
TITLPAGE:
JSRP WNDWON
CALLA KILBGND ;KILL OLD BACKGROUND IF ANY EXISTED
MOVI CLSNEUT|TYPTEXT|SUBWNDW,A0
CLR A1
NOT A1
CALLA KILOBJ
CALLR KILCYC
MOVI SDP1,A8 ;PAL NAME
MOVI PAL1,A9 ;RAM AREA
MOVI [29H,37H],A10 ;BEGIN/END COLOR #
MOVK 4,A11 ;RATE IN TICKS
CREATE CYCPID,COLCYC ;COLOR CYCLER ON
MOVI TITLE,A0
MOVE A0,@BAKMODS,L
CALLA BGND_UD1
CREATE CAMPID,SMASHME
SLEEP 60*10 ;10
MOVI CAMPID,A0
CLR A1
NOT A1
CALLA KILALL
MOVI 33,A0 ;CAMERA & LIGHT
CALLA KILOBJ
MOVB @CANT,A0
JREQ CJ
DP SLEEP 1
JRUC DP
CJ RETP
SMASHON
SLEEP 1
MOVI SMASZ,A10
MOVI SMASTV2,A9
CALLR TOB1
MOVI 15000H,A0
MOVE A0,*A8(OYVEL),L
MOVE A0,*A9(OYVEL),L
SLEEP 54H
CLR A0
MOVE A0,*A8(OYVEL),L
MOVE A0,*A9(OYVEL),L
SLEEP 60
MOVI -70000H,A0
JRUC KILOFF
TOB1
MOVE A10,A14
CALLA GPALOBJ ;ALLOCATE A COLOR PALETTE
CALLA STFOBJ ;STUFF OBJECT DATA
CALLA INSOBJ ;INSERT OBJECT INTO LIST
MOVE A0,A8
MOVE A9,A14
CALLA GPALOBJ ;ALLOCATE A COLOR PALETTE
CALLA STFOBJ ;STUFF OBJECT DATA
CALLA INSOBJ ;INSERT OBJECT INTO LIST
MOVE A0,A9
RETS
SMASHME
SLEEP 60*3-30
MOVI SMAS,A10
MOVI SMASTV,A9
CALLR TOB1
MOVI 50000H,A0
MOVE A0,*A8(OYVEL),L
MOVE A0,*A9(OYVEL),L
SLEEP 27
CLR A0
MOVE A0,*A8(OYVEL),L
MOVE A0,*A9(OYVEL),L
;SOUNDS OFF IN DEMO
ADJUST ADJMUSIC ;GET MUSIC ON OFF FOR DEMO
MOVE A0,A0
JRNZ NONO
MOVI MBANG,A0 ;MBANG
CALLA ONESND
NONO MOVI 30,A10
CALLA SHAKER
SLEEP 60*5
ADJUST ADJMUSIC ;GET MUSIC ON OFF FOR DEMO
MOVE A0,A0
JRNZ NONO2
MOVI MONIN,A0
CALLA ONESND
NONO2 MOVI 70000H,A0
KILOFF
MOVE A0,*A8(OXVEL),L
MOVE A0,*A9(OXVEL),L
SLEEP 90
CLR A0
MOVE A0,*A8(OXVEL),L
MOVE A0,*A9(OXVEL),L
MOVE A8,A0
CALLA DELOBJ
MOVE A9,A0
CALLA DELOBJ
DIE
SMAS
.LONG 0B80000H,-600000H,SMASH
.WORD 130,DMAWNZ,33
.LONG 0,0
SMASZ ;FOR TOBIAS
.LONG 0C00000H,01000000H,SMASH
.WORD 07FFFH,DMAWNZ,33
.LONG 0,0
SMASTV2
.LONG 0C00000H,01000000H,TVBOX
.WORD 07FFFH,DMAWNZ,33
.LONG 0,0
SMAS2
.LONG 0B80000H,-1600000H,SMASH
.WORD 130,DMAWNZ,33
.LONG 0,0
SMASTV
.LONG 0B80000H,-600000H,TVBOX
.WORD 131,DMAWNZ,33
.LONG 0,0
MONTR SLEEP 634H ;114H ;5*60
MOVK 3,A9 ;NO SPEECH NO CASH
CREATE 0,COVER
CREATE TVPID,DOMNTR
DIE
INITIALS
JSRP WNDWON
CALLA KILBGND ;KILL OLD BACKGROUND IF ANY EXISTED
; MOVI CLSNEUT|TYPTEXT|SUBWNDW,A0
; CLR A1
; NOT A1
; CALLA KILOBJ
MOVI INITL,A0
MOVE A0,@BAKMODS,L
CALLA BGND_UD1
MOVI INITL,A0
MOVE A0,@BAKMODS,L
CALLA BGND_UD1
MOVI SCRNEND,A0 ;[256,405],A0
MOVE A0,@SCRNLR,L
CREATE CYCPID,FLR2_LIT
CALLA FIGURES ;TURN ON PLYRS, GIRLS, ETC.
JSRP WNDWOFF
;ENTER INITIALS HERE
JSRP GETINIT ;GET INITIALS BOYS...
JSRP WNDWON
CALLA KILBGND
MOVI CYCPID,A0
CLR A1
NOT A1
CALLA KILALL
MOVI BONPID,A0
CALLA KILALL
MOVI BON1PID,A0
CALLA KILALL
SLEEP 2
MOVI CLSNEUT|TYPTEXT|SUBWNDW,A0
CLR A1
NOT A1
CALLA KILOBJ
SLEEP 1
CALLA MYOINIT
RETP
;DOFBI
; JSRP WNDWON
; CALLA KILBGND ;KILL OLD BACKGROUND IF ANY EXISTED
; MOVI CLSNEUT|TYPTEXT|SUBWNDW,A0
; CLR A1
; NOT A1
; CALLA KILOBJ
;
; MOVI FBI1,A0
; MOVE A0,@BAKMODS,L
; CALLA BGND_UD1
; MOVI FBI1,A0
; MOVE A0,@BAKMODS,L
; CALLA BGND_UD1
; MOVI FBI1,A0
; MOVE A0,@BAKMODS,L
; CALLA BGND_UD1
;
; MOVI FBIP,A0
; CALLA BLAKOUT
;
; MOVI SCRNEND,A0 ;[256,405],A0
; MOVE A0,@SCRNLR,L
;
; MOVI PAL3ATAB,A0
; MOVK 2,A1 ;FADE TITLE SCREEN IN FROM BLACK
; CALLA FADEIN
; CREATE CYCPID,FBI_LIT
;
; SLEEP 4*60+30
;
; MOVI CYCPID,A0
; CLR A1
; NOT A1
; CALLA KILALL
;
; MOVI PAL3ATAB,A0
; MOVK 2,A1 ;FADE TITLE SCREEN OUT TO BLACK
; CALLA FADEOUT
;
; SLEEP 60
; CALLA CLR_SCRN
; MOVB @CANT,A0
; JREQ ACJA
;ADPA SLEEP 1
; JRUC ADPA
;ACJA RETP
GRATS
; MOVI GRAT,A0
; MOVE A0,@BAKMODS,L
; CALLA BGND_UD1
; MOVI GRAT,A0
; MOVE A0,@BAKMODS,L
; CALLA BGND_UD1
MOVI HIMUSC,A0
CALLA ONESND
MOVI GRAT,A0
MOVE A0,@BAKMODS,L
CALLA BGND_UD1
MOVI SCRNEND,A0 ;[256,405],A0
MOVE A0,@SCRNLR,L
JSRP WNDWOFF
CREATE CYCPID,GOSA
MOVI GRAT,A0
MOVE A0,@BAKMODS,L
CALLA BGND_UD1
CREATE CYCPID,FLR2_LIT
MOVK 1,A0
MOVE A0,@STORYNUM
CREATE 0,DOSTRY
SLEEP 018BAH
JRUC INHERE
GOSA MOVI CROWD1,A0
CALLA ONESND
SLEEP 870H
CREATE CYCPID,GOS
DIE
LOGOSC
MOVI LOGO,A0
MOVE A0,@BAKMODS,L
CALLA BGND_UD1
MOVI LOGO,A0
MOVE A0,@BAKMODS,L
CALLA BGND_UD1
MOVI LOGO,A0
MOVE A0,@BAKMODS,L
CALLA BGND_UD1
; MOVI DLSTZ,A1
; CALLA UNGET
CALLA CLNPAL
MOVI LGP,A0
CALLA BLAKOUT
MOVI SCRNEND,A0 ;[256,405],A0
MOVE A0,@SCRNLR,L
MOVI PAL3TAB,A0
MOVK 2,A1 ;FADE TITLE SCREEN IN FROM BLACK
CALLA FADEIN
MOVI SMAS2,A14
CALLA GPALOBJ ;ALLOCATE A COLOR PALETTE
CALLA STFOBJ ;STUFF OBJECT DATA
CALLA INSOBJ ;INSERT OBJECT INTO LIST
CLR A0
MOVE A0,@STORYNUM
CREATE 0,DOSTRY
CREATE 0,MONTR
CREATE 0,SPARK
SLEEP 5C5H ;49*60/2
INHERE
;STOP ALL SCROLLING LETTERS (ONLY LAST 2 LINES ARE VIEWABLE)
;STOP DISPLAY PROCESSOR HERE FOR PROPER ALIGNMENT
DN0 CLR A1
NOT A1
MOVI CLSNEUT|TYPTEXT|SUBNEW,A0
CALLA EXISTOBJ
JRZ DNS
;FOUND 1
MOVK 1,A1
MOVE A1,*A0(OID)
CLR A1
MOVE A1,*A0(OYVEL),L
JRUC DN0
DNS
;START DISPLAY PROCESSOR UP AGAIN
SLEEP 78H ;2*60
;SEND REMAINING TEXT FLYING OFF SCREEN
FN0 CLR A1
NOT A1
MOVK 1,A0
CALLA EXISTOBJ
JRZ FNS
;FOUND 1
CLR A1
MOVE A1,*A0(OID)
MOVI -10000H,A1 ;8000
MOVE A1,*A0(OYVEL),L
JRUC FN0
FNS
SLEEP 1F8H ;204H-60 ;6*60/2
MOVE @STORYNUM,A0
JRNZ CJA
SLEEP 0CH ;60
MOVI PAL3TAB,A0
MOVK 2,A1 ;FADE TITLE SCREEN OUT TO BLACK
CALLA FADEOUT
SLEEP 60
CALLA CLR_SCRN
MOVB @CANT,A0
JREQ CJA
DPA SLEEP 1
JRUC DPA
CJA RETP
PAL5TAB:
.LONG HSC,DUXPAL,smlg,0
PAL4TAB:
.LONG HSC,NUARENAP,0
PAL3TAB:
.LONG AUTOPAL3,LGP,0
PAL3BTAB:
.LONG LGP,0
;PAL3ATAB:
; .LONG FBIP,0
SPARK
;SPARKLES ON LOGO
SLEEP 120
;TURN ON OBJECT
MOVI SPK,A14
CALLA GPALOBJ ;ALLOCATE A COLOR PALETTE
CALLA STFOBJ ;STUFF OBJECT DATA
CALLA INSOBJ ;INSERT OBJECT INTO LIST
MOVE A0,A8
CALLA ADJSTWTL
STP MOVK 1,B0
MOVK 4,B1
CALLA RANGRAND
DEC A0
SLL 4,A0
MOVI SPRKX,A1
ADD A0,A1
MOVE *A1,A1,W ;A1=X OF SPARKLE
ADDI SPRKY,A0
MOVE *A0,A0,W ;A0=Y
MOVE A1,*A8(OXPOS),W
MOVE A0,*A8(OYPOS),W
MOVE A8,A0
CALLA OBJON
MOVI SPRKL,A9
MOVK 1,A1 ;TILL END OF LIST
JSRP FRANIM
MOVE A8,A0
CALLA OBJOFF
SLEEP 30 ;2*60
JRUC STP
SPRKL .LONG GLM0
.WORD 4
.LONG GLM1
.WORD 4
.LONG GLM2
.WORD 4
.LONG GLM3
.WORD 4
.LONG GLM2
.WORD 4
.LONG GLM1
.WORD 4
.LONG 0
SPRKX: .WORD 097H,0F3H,0C6H,0C6H
SPRKY: .WORD 055H,055H,055H,036H
SPK
.LONG 0,1000,GLM0
.WORD 90,DMAWNZ,CLSNEUT|TYPNEUT
.LONG 0,0
;
DOSTRY
;TURN ON MUSIC SND
; MOVI STRYMSC,A0
; CALLA ONESND
; MOVK 1,A0
; MOVB A0,@GOUP
MOVI DRLPID,A0
CLR A1
NOT A1
CALLA KILALL
MOVI DRRPID,A0
CALLA KILALL
MOVI DRTOPID,A0
CALLA KILALL
CLR A0
MOVB A0,@TMP
DOST SLL 5,A0
MOVE @STORYNUM,A8
JRZ DO1ST
ADDI SY2,A0
JRUC DO2ND
DO1ST
ADDI SY,A0
DO2ND MOVE *A0,A8,L
JRZ DOST1
MOVI [0108H,0C8H],A9 ;Y,X POSITION
MOVI [0,2],A10 ;Y,X SPACING BETWEEN CHARACTERS
MOVI RD15FONT,A11 ;FONT TABLE
CLR A0
MOVI 3F3FH,A6 ;COLOR
JSRP STRCNRMO ;PRINT OUT SHIT
; CALLA SYNCFULL ;NOW WAIT FOR VBLANK TO ZAP COLOR MAP
; CALLA SYNCHALF
; CLR A0
; MOVE A0,@DISPLAYON
;GIVE ALL TEXTOID IMGS A -YVEL
; DINT
D33 MOVI CLSNEUT|TYPTEXT|SUBTXT,A0
CLR A1
NOT A1
CALLA EXISTOBJ
JRZ D34
MOVI -010000H,A1 ;8000
MOVE @STORYNUM,A2
JRZ DFUCK
MOVI -08000H,A1 ;8000
DFUCK
MOVE A1,*A0(OYVEL),L
MOVI CLSNEUT|TYPTEXT|SUBNEW,A1
MOVE A1,*A0(OID),W
MOVI 100,A1 ;SO THAT WINDOW WILL BE ABOVE TEXT!
;IN CASE OF START BUTTON PRESSED!
MOVE A1,*A0(OZPOS)
JRUC D33
D34
; EINT
; MOVK 1,A0
; MOVE A0,@DISPLAYON
SLEEP 45 ;90
MOVE @STORYNUM,A0
JRZ CONH
SLEEP 65 ;90
CONH
;KILL EVERYTHING OFF SCREEN
CALLA OBJSCRN
MOVB @TMP,A0
INC A0
MOVB A0,@TMP
JRUC DOST
DOST1
SLEEP 3*60
DIE
DO_CRD_SCRN:
JSRP CRD_SCRN ;SHOW CREDITS SCREEN SUPERIMPOSED
MOVI LOGO2,A0
MOVE A0,@BAKMODS,L
CALLA BGND_UD1
MOVI LGP,A0
CALLA BLAKOUT
MOVI SCRNEND,A0 ;[256,405],A0
MOVE A0,@SCRNLR,L
MOVI PAL3BTAB,A0
MOVK 2,A1 ;FADE TITLE SCREEN IN FROM BLACK
CALLA FADEIN
SLEEP 4*60
MOVI PAL3BTAB,A0
MOVK 2,A1 ;FADE TITLE SCREEN OUT TO BLACK
CALLA FADEOUT
SLEEP 1CH
CALLA KILL_CRD
CALLA CLR_SCRN
RETP
HSTDTAB:
JSRP WNDWON
CALLA KILBGND ;KILL OLD BACKGROUND IF ANY EXISTED
MOVI CLSNEUT|TYPTEXT|SUBWNDW,A0
CLR A1
NOT A1
CALLA KILOBJ
MOVI CHAMPS,A0
MOVE A0,@BAKMODS,L
CALLA BGND_UD1
; MOVI CHAMPS,A0
; MOVE A0,@BAKMODS,L
; CALLA BGND_UD1
; MOVI CHAMPS,A0
; MOVE A0,@BAKMODS,L
; CALLA BGND_UD1
MOVI HSC,A0
CALLA BLAKOUT
MOVI NUARENAP,A0
CALLA BLAKOUT
MOVI SCRNEND,A0 ;[256,405],A0
MOVE A0,@SCRNLR,L
MOVI PAL4TAB,A0
MOVK 2,A1 ;FADE TITLE SCREEN IN FROM BLACK
CALLA FADEIN
SLEEP 20
MOVI HSC,A8 ;PAL NAME
MOVI PAL1,A9 ;RAM AREA
MOVI [50,55],A10 ;BEGIN/END COLOR #
MOVK 5,A11 ;RATE IN TICKS
CREATE CYCPID,COLCYC ;COLOR CYCLER ON
MOVI HSC,A8 ;PAL NAME
MOVI PAL2,A9 ;FIRST COLOR TO CYCLE
MOVI [55,58],A10 ;LAST COLOR TO CYCLE
MOVK 9,A11 ;RATE
CREATE CYCPID,COLCYC
;DISPLAY SCORES HERE!
CALLA COLRPRC
CLR A0
MOVE A0,@GAMERASE,W
SLEEP 2
CALLA GETHIGH
SLEEP 5*60
MOVE @KEEPON,A0
JRZ TY6
SLEEP 14*60
CLR A0
MOVB A0,@CANT
MOVE A0,@KEEPON
MOVK 3,A11 ;FADE RATE
CREATE 0,FADE_DOWN
SLEEP 40
SOUND1 MUSICOFF
MOVK 3,A11 ;FADE RATE
CREATE 0,FADE_UP
TY6 MOVK 1,A0
MOVE A0,@GAMERASE,W
MOVI CYCPID,A0
CLR A1
NOT A1
CALLA KILALL
MOVI PAL4TAB,A0
MOVK 2,A1 ;FADE TITLE SCREEN OUT TO BLACK
CALLA FADEOUT
SLEEP 30
CALLA CLR_SCRN
RETP
OFFERT:
JSRP WNDWON
CALLA KILBGND ;KILL OLD BACKGROUND IF ANY EXISTED
MOVI OFFER,A0
MOVE A0,@BAKMODS,L
CALLA BGND_UD1
MOVI CLSNEUT|TYPTEXT|SUBWNDW,A0
CLR A1
NOT A1
CALLA KILOBJ
MOVI HSC,A0
CALLA BLAKOUT
MOVI DUXPAL,A0
CALLA BLAKOUT
MOVI smlg,A0
CALLA BLAKOUT
MOVI SCRNEND,A0 ;[256,405],A0
MOVE A0,@SCRNLR,L
MOVI PAL5TAB,A0
MOVK 2,A1 ;FADE TITLE SCREEN IN FROM BLACK
CALLA FADEIN
MOVI DUXPAL,A8 ;PAL NAME
MOVI PAL1,A9 ;RAM AREA
MOVI [1,6],A10 ;BEGIN/END COLOR #
MOVK 8,A11 ;RATE IN TICKS
CREATE CYCPID,COLCYC ;COLOR CYCLER ON
SLEEP 8*60
MOVI CYCPID,A0
CLR A1
NOT A1
CALLA KILALL
MOVI PAL5TAB,A0
MOVK 2,A1 ;FADE TITLE SCREEN OUT TO BLACK
CALLA FADEOUT
SLEEP 35
CALLA CLR_SCRN
MOVB @CANT,A0
JREQ ACJAZ
ADPAZ SLEEP 1
JRUC ADPAZ
ACJAZ RETP
PRINTIT:
JSRP SNKNOW
CLR A0
MOVI 03E3EH,A6 ;COLOR
JSRP STRCNRMO ;PRINT OUT SHIT
JSRP EXPSCRN
SLEEP 60*5 ;5 SECONDS
MOVI CLSNEUT|TYPTEXT|SUBTXT,A0
CLR A1
NOT A1
CALLA KILOBJ
RETP
SY .LONG SY1,S2,S2,S3,S4,S2,S5,S6,S2,S8,S9,S10,S11,S2,S13,S14,S15,S16,S17
.LONG S2,S2,S20,S21,S22,S23,S2,S24,S2,S24A,S2,S25,0
SY2 .LONG FSY1,S2,FS3,FS4,S2,FS5,S2,FS5A,S2,FS6,FS8,S2,FS9,FS10,FS11,FS13,FS14,FS15,FS15A,FS16,FS17
.LONG S2,FS21,FS22,S2,FS23,S2,FS24,S2,S25
.LONG S2,S2,NM1,NM2,NM3,NM4,NM5,NM5A,NM6,NM7,NM7A,NM8,NM9,NM10,NM11
.LONG NM12,NM12A,NM12B,NM12C,NM12E,NM12D,NM12F,NM12G,S2,S2,S2,NM13,S2,NM14,0
SY1
.STRING "The year is 1999"
.BYTE 0
.EVEN
S2 .STRING " "
.BYTE 0
.EVEN
S3 .STRING "Television has adapted to the"
.BYTE 0
.EVEN
S4 .STRING "more violent nature of man."
.BYTE 0
.EVEN
S5 .STRING "The most popular form of"
.BYTE 0
.EVEN
S6 .STRING "television remains the game show."
.BYTE 0
.EVEN
S8 .STRING "One show in particular has"
.BYTE 0
.EVEN
S9 .STRING "dominated the ratings. That show"
.BYTE 0
.EVEN
S10 .STRING "is Smash T.V. The most"
.BYTE 0
.EVEN
S11 .STRING "violent game show of all time."
.BYTE 0
.EVEN
S13 .STRING "Two lucky contestants compete"
.BYTE 0
.EVEN
S14 .STRING "for cash and prizes. Each"
.BYTE 0
.EVEN
S15 .STRING "contestant is armed with an"
.BYTE 0
.EVEN
S16 .STRING "assortment of powerful weapons"
.BYTE 0
.EVEN
S17 .STRING "and sent into a closed arena."
.BYTE 0
.EVEN
S20 .STRING "The action takes place in front"
.BYTE 0
.EVEN
S21 .STRING "of a studio audience and is"
.BYTE 0
.EVEN
S22 .STRING "broadcast live via satellite"
.BYTE 0
.EVEN
S23 .STRING "around the world."
.BYTE 0
.EVEN
S24 .STRING "Be prepared."
.BYTE 0
.EVEN
S24A .STRING "The future is now."
.BYTE 0
.EVEN
S25 .STRING "You are the next lucky contestant!"
.BYTE 0
.EVEN
FSY1
.STRING "Congratulations!"
.BYTE 0
.EVEN
FS3 .STRING "You have graduated to the elite"
.BYTE 0
.EVEN
FS4 .STRING "ranks of the Smash TV survivors!"
.BYTE 0
.EVEN
FS5 .STRING "You are a great Smash TV player!"
.BYTE 0
.EVEN
FS5A .STRING "Maybe the best of all time!!!"
.BYTE 0
.EVEN
FS6 .STRING "However, you have not reached"
.BYTE 0
.EVEN
FS8 .STRING "the highest level of competition."
.BYTE 0
.EVEN
FS9 .STRING "To become a Grand Champion you"
.BYTE 0
.EVEN
FS10 .STRING "must explore all areas of the"
.BYTE 0
.EVEN
FS11 .STRING "Smash TV studio! If you use"
.BYTE 0
.EVEN
FS13 .STRING "the keys to explore all of the"
.BYTE 0
.EVEN
FS14 .STRING "secret rooms, you will find the"
.BYTE 0
.EVEN
FS15 .STRING "Smash TV Pleasure Dome. Once"
.BYTE 0
.EVEN
FS15A .STRING "there, several of our lovely"
.BYTE 0
.EVEN
FS16 .STRING "showgirls will promote you to"
.BYTE 0
.EVEN
FS17 .STRING "the rank of Grand Champion!"
.BYTE 0
.EVEN
FS21 .STRING "You must now begin your quest to"
.BYTE 0
.EVEN
FS22 .STRING "become Smash TV Grand Champion!"
.BYTE 0
.EVEN
FS23 .STRING "Thank you for playing Smash TV!"
.BYTE 0
.EVEN
FS24 .STRING "Good Luck! You'll need it!"
.BYTE 0
.EVEN
NM1 .STRING "Smash TV Design Team:"
.BYTE 0
.EVEN
NM2 .STRING "Mark Turmell"
.BYTE 0
.EVEN
NM3 .STRING "John Tobias"
.BYTE 0
.EVEN
NM4 .STRING "Tim Coman"
.BYTE 0
.EVEN
NM5 .STRING "Eugene Jarvis"
.BYTE 0
.EVEN
NM5A .STRING "Jon Hey"
.BYTE 0
.EVEN
NM6 .STRING "Todd Allen"
.BYTE 0
.EVEN
NM7 .STRING "George Petro"
.BYTE 0
.EVEN
NM7A .STRING "Larry Demar"
.BYTE 0
.EVEN
NM8 .STRING "Jack Haeger"
.BYTE 0
.EVEN
NM9 .STRING "Cary Mednick"
.BYTE 0
.EVEN
NM10 .STRING "Glenn Shipp"
.BYTE 0
.EVEN
NM11 .STRING "Al Lasko"
.BYTE 0
.EVEN
NM12 .STRING "Sheridan Oursler"