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Subject: [stella] baubles3.bin, functional but not a game quite yet From: Jake Patterson <jpatters@xxxxxxxxxxx> Date: Tue, 11 Sep 2001 04:50:28 -0400 (EDT) |
Here is the latest state of my project. On the main screen, you can use Game Select to choose between four choices, one of which is currently functional. That is HELP. If you choose that with Game Select, then press right or left on the joystick to go into that mode, it will display a page of text, press right or left again and it will display another page of text. One more time and you are back to the main screen. The reason behind that particular control/interface setup has to do with the fact that the player will be able to use either joystick or paddles. Since the paddle buttons map to the same bits as joystick left/right, either the joystick or paddles can be used to start the game. My next step is to start on one of the three game varieties, which will be single player joystick first. I expect to post something sort-of playable kinda in the next week or so. We'll see. You can see a jpeg mockup of the game screen here: http://www.uvm.edu/~jpatters/baubles.jpg The word ZERO will be scrolling vertically, and will wrap around such that it never occupies a greater area of the screen then it does in that picture. Each round will have a different word, ZERO is just the word for round zero. It will use a reflected (obviously) playfield using the mode where each side of the playfield uses the color of one of the players, just like in "How to Draw a Playfield". The player in that mockup is the blue rectangle in between the "E" and the "R" there, and I will just let it have the color value of whatever horizontal part of the screen it is in. That means the player will be at a disadvantage while it is in the half of the screen where it will blend in, this is a factor which will be more meaningful in the two player simultaneous mode. The green square is the bauble, which will be moving with the word. The player must manuver to collect the bauble without coliding with the word. At the top starting from the left, you see the lives indicater, folowed by the time remaining, and then the level number. The score will be displayed between rounds. The player cannot go beyond the blue bounds, so there is a very narrow safe area at the top and bottom, and then wide safe areas on the sides. My selection of different words has them getting progressivly wider (not a monospaced font) so the side safe areas will gradually disappear. The clock will tick away faster while the player is in a safe area. The bauble will be the ball, so I am hoping that the ball will use the COLUPF value even when the playfield is in that mode. If not, well, I will think of something. Anyway, I had a question about reading the joystick moves and Game Select switch. Currently I am doing something like this: ; *********************************************************************** SplashCheckSwitches ; Select changes selection mode, controler rl indicates selection made ; *********************************************************************** LDA #$0000 STA PF0 STA PF1 STA PF2 STA COLUPF STA COLUBK STA Selectionmade LDA SWCHA AND #%11001100 CMP #%11001100 BEQ SCS_NotMoved LDA Stickmoved BNE SCS_NoStart INC Selectionmade RTS SCS_NotMoved LDA #$00 STA Stickmoved SCS_NoStart LDA SWCHB ; look at switches. AND #%00000010 ; we only care about select at this point. BNE SCS_NoSelect ; is select pressed? LDA Selectpressed ; was select pressed on the previous frame? BNE SCS_StillSelect ; if so, we are done. LDX Selectstate ; increment Selectstate by one. INX TXA AND #%00000011 ; there are only four possible Selectstates. STA Selectstate LDA #$01 ; select is pressed now. STA Selectpressed JMP SCS_StillSelect ; we are done. SCS_NoSelect LDA #$00 ; select is not pressed. STA Selectpressed SCS_StillSelect RTS This is all somewhat of a complex attempt to prevent a switch being held down too long causing the choices to fly by on the screen. It works, of course, but is that the best way to acomplish that effect? -- , ,@[ ,@@@[ ,@@@@'@@@@' `@@@@@@@@@@@@@@@@',@@@' ,@@@@',@@@' `@@@@@@@@@@@@',@@@',aa. ,aa. ,@@[ ]@@',@@@' ,aa.'aaaaaaa, aa' `@@@@@@@@',@@@|@@@@@@@' ,@@@@@@' ]@@[ ]',@@@',@@@@@@@''@@@@',@' `@@@@',@@@']@7`,@@',@[]@@@@@',@@[]@@[ ]@@[ ]@7`,@@',@[ '@@@' `@a@@@' ]@,@@',@@@[]@@@' ,@@@[]@@[ ]@@[ ]@,@@',@@@[ ,@@@, `@' `@@@@@@@' `@@@@@@@' ]@@[ ]@@[ `@@@@@@@',@@@',@@, `~' `~' `~~' `~~' `~' '~~' ~~~~~' .....................................GCE Vectrex - Entertaining New Ideas
; Baubles, a game
; by Jake Patterson, September 2001
; This has *not* been tested on actual hardware
;
; parts copied and pasted from:
; How to Draw A Playfield.
; by Nick Bensema 9:23PM 3/2/97
;
processor 6502
include vcs.h
org $F000
black = $00
Temp = $80
Selectstate = $90
Colorcounter = $91
Selectpressed = $92
Selectionmade = $93
Stickmoved = $94
Start
SEI ; Disable interrupts, if there are any.
CLD ; Clear BCD math bit.
LDX #$FF
TXS ; Set stack to beginning.
LDA #0
B1 STA 0,X
DEX
BNE B1
; *****************************************************************************
SplashLoop
; *****************************************************************************
JSR VerticalBlank ; Execute the vertical blank.
JSR SplashCheckSwitches ; Check Console Switches.
JSR SplashDrawScreen ; Draw the screen
JSR OverScan ; Do more calculations during overscan
LDA Selectionmade ; Only keep repeating splashscreen if and only
BEQ SplashLoop ; if no selection has been made.
LDA Selectstate ; Did the user ask for help?
CMP #%00000011
BEQ HelpLoop
JMP GameLoop ; Apparantly not, so lets go on to the game!
; *****************************************************************************
HelpLoop
; *****************************************************************************
JSR VerticalBlank
JSR HelpCheckSwitches
JSR HelpDrawScreen
JSR OverScan
LDA Selectstate
BEQ SplashLoop
JMP HelpLoop
; *****************************************************************************
GameLoop
; *****************************************************************************
JSR VerticalBlank
JSR GameCheckSwitches
; JSR GameGameCalc
JSR GameDrawScreen
JSR OverScan
LDA Selectstate
BEQ SplashLoop
JMP GameLoop
; *****************************************************************************
VerticalBlank
; *****************************************************************************
LDX #0
LDA #2
STA WSYNC
STA WSYNC
STA WSYNC
STA VSYNC ;Begin vertical sync.
STA WSYNC ; First line of VSYNC
STA WSYNC ; Second line of VSYNC.
LDA #44
STA TIM64T
LDA #0
STA CXCLR
STA WSYNC ; Third line of VSYNC.
STA VSYNC ; (0)
RTS
; *****************************************************************************
SplashCheckSwitches
; Select changes selection mode, controler rl indicates selection made
; *****************************************************************************
LDA #$0000
STA PF0
STA PF1
STA PF2
STA COLUPF
STA COLUBK
STA Selectionmade
LDA SWCHA
AND #%11001100
CMP #%11001100
BEQ SCS_NotMoved
LDA Stickmoved
BNE SCS_NoStart
INC Selectionmade
RTS
SCS_NotMoved
LDA #$00
STA Stickmoved
SCS_NoStart
LDA SWCHB ; look at switches.
AND #%00000010 ; we only care about select at this point.
BNE SCS_NoSelect ; is select pressed?
LDA Selectpressed ; was select pressed on the previous frame?
BNE SCS_StillSelect ; if so, we are done.
LDX Selectstate ; increment Selectstate by one.
INX
TXA
AND #%00000011 ; there are only four possible Selectstates.
STA Selectstate
LDA #$01 ; select is pressed now.
STA Selectpressed
JMP SCS_StillSelect ; we are done.
SCS_NoSelect
LDA #$00 ; select is not pressed.
STA Selectpressed
SCS_StillSelect
RTS
; *****************************************************************************
HelpCheckSwitches
; controler rl should go to next page of help.
; *****************************************************************************
LDA #$0000
STA PF0
STA PF1
STA PF2
STA COLUPF
STA COLUBK
LDA SWCHA ; look at the stick.
AND #%11001100 ; we only care about right and left.
CMP #%11001100 ; is the stick being moved?
BEQ HCS_NoMove
LDA Stickmoved ; was the stick being moved on the prev frame?
BNE HCS_StillMoved ; if so, we are done.
DEC Selectstate ; decrement Selectstate by one.
LDA #$01 ; the stick is being moved now.
STA Stickmoved
JMP HCS_StillMoved ; we are done.
HCS_NoMove
LDA #$00 ; the stick is currently not being moved.
STA Stickmoved
HCS_StillMoved
RTS
; *****************************************************************************
GameCheckSwitches
; Select should go immediately back to splash, controlers to be read elsewhere
; *****************************************************************************
LDA #$0000
STA PF0
STA PF1
STA PF2
STA COLUPF
STA COLUBK
LDA SWCHB
AND #%00000010
BNE GameStayPut
LDA #%0000000
STA Selectstate
LDA #%0000001
STA Selectpressed
GameStayPut
RTS
; *****************************************************************************
SplashDrawScreen
; *****************************************************************************
; *************************************** 0th through 51st scanlines (52 total)
LDY #48
SplashTopLines
LDA #black
STA COLUBK
STA COLUPF
STA PF0
STA PF1
STA PF2
STA WSYNC
DEY ; [0] + 2
BNE SplashTopLines ; [2] + 3
; ************************************* 53rd through 128th scanlines (76 total)
LDY #76 ; [5] + 2
TopSplash
DEY ; [54] + 2
TYA ; [56] + 2
LSR ; [58] + 2 divide by 4
LSR ; [60] + 2
TAX ; [62] + 2
STA WSYNC ; [64]
LDA TopSplashColorData,X ; [0] + 4
STA COLUPF ; [4] + 3
LDA TopSplashPF0Data,X ; [7] + 4
STA PF0 ; [11] + 3
LDA TopSplashPF1Data,X ; [14] + 4
STA PF1 ; [18] + 3
LDA TopSplashPF2Data,X ; [21] + 4
STA PF2 ; [25] + 3
LDA TopSplashPF3Data,X ; [28] + 4
STA PF0 ; [32] + 3
LDA TopSplashPF4Data,X ; [35] + 4
STA PF1 ; [39] + 3
LDA TopSplashPF5Data,X ; [42] + 4
STA PF2 ; [46] + 3
TYA ; [49] + 2
BNE TopSplash ; [51] + 3
STA WSYNC ; [53]
; ************************************ 129th through 144th scanlines (16 total)
LDY #16
MidLines
LDA #black
STA COLUBK
STA COLUPF
STA PF0
STA PF1
STA PF2
STA WSYNC
DEY ; [0] + 2
BNE MidLines ; [2] + 3
; ************************************ 145th through 208th scanlines (64 total)
LDY #64 ; [5] + 2
LDA Colorcounter ; [7] + 2
STA Temp ; [9] + 3
BaublesSplash
DEY ; [57] + 5
TYA ; [62] + 2
LSR ; [64] + 2 divide by 8
LSR ; [66] + 2
LSR ; [68] + 2
TAX ; [70] + 2
STA WSYNC ; [72]
LDA Temp ; [0] + 2
STA COLUPF ; [2] + 3
LDA BaublesSplashPF0,X ; [5] + 4
STA PF0 ; [9] + 3
LDA BaublesSplashPF1,X ; [12] + 4
STA PF1 ; [16] + 3
LDA BaublesSplashPF2,X ; [19] + 4
STA PF2 ; [23] + 3
LDA BaublesSplashPF3,X ; [26] + 4
STA PF0 ; [30] + 3
LDA BaublesSplashPF4,X ; [33] + 4
STA PF1 ; [37] + 3
LDA BaublesSplashPF5,X ; [40] + 4
INC Temp ; [44] + 5
STA PF2 ; [49] + 3
TYA ; [52] + 2
BNE BaublesSplash ; [54] + 3
STA WSYNC ; [53]
INC Colorcounter
; ************************************ 209th through 244th scanlines (36 total)
LDA #black
STA COLUBK
STA COLUPF
STA PF0
STA PF1
STA PF2
STA WSYNC
STA WSYNC
STA WSYNC
STA WSYNC
STA WSYNC
LDY #28
SelectLoop
DEY ; [54] + 2
TYA ; [56] + 2
AND #%11111100 ; [58] + 2
ORA Selectstate ; [60] + 3
TAX ; [63] + 2
STA WSYNC ; [65]
LDA SelectDataColor,X ; [0] + 4
STA COLUPF ; [4] + 3
LDA SelectDataPF0,X ; [7] + 4
STA PF0 ; [11] + 3
LDA SelectDataPF1,X ; [14] + 4
STA PF1 ; [18] + 3
LDA SelectDataPF2,X ; [21] + 4
STA PF2 ; [25] + 3
LDA SelectDataPF3,X ; [28] + 4
STA PF0 ; [32] + 3
LDA SelectDataPF4,X ; [35] + 4
STA PF1 ; [39] + 3
LDA SelectDataPF5,X ; [42] + 4
STA PF2 ; [46] + 3
TYA ; [49] + 2
BNE SelectLoop ; [51] + 3
STA WSYNC
LDA #black
STA COLUPF
STA COLUBK
STA WSYNC
STA WSYNC
RTS
; *****************************************************************************
HelpDrawScreen
; *****************************************************************************
; *************************************** 0th through 51st scanlines (52 total)
LDY #46
HelpTopLines
LDA #black
STA COLUBK
STA COLUPF
STA PF0
STA PF1
STA PF2
STA WSYNC
DEY ; [0] + 2
BNE HelpTopLines ; [2] + 3
; ************************************ 52nd through 243rd scanlines (192 total)
LDA Selectstate
AND #%00000010
BNE HelpFirstPage
JMP HelpSecondPage
HelpFirstPage ; *************************************************************
LDY #168
HFPFirstLoop
DEY
TYA
LSR
LSR
TAX
STA WSYNC
LDA HelpPageColors,X
STA COLUPF
LDA HelpFirstPagePF0,X
STA PF0
LDA HelpFirstPagePF1,X
STA PF1
LDA HelpFirstPagePF2,X
STA PF2
LDA HelpFirstPagePF3,X
STA PF0
LDA HelpFirstPagePF4,X
STA PF1
LDA HelpFirstPagePF5,X
STA PF2
TYA
BNE HFPFirstLoop
LDY #28
HFPSecondLoop
DEY
TYA
LSR
LSR
TAX
STA WSYNC
LDA HelpPageColors,X
STA COLUPF
LDA HBottFirstPagePF0,X
STA PF0
LDA HBottFirstPagePF1,X
STA PF1
LDA HBottFirstPagePF2,X
STA PF2
LDA HBottFirstPagePF3,X
STA PF0
LDA HBottFirstPagePF4,X
STA PF1
LDA HBottFirstPagePF5,X
STA PF2
TYA
BNE HFPSecondLoop
RTS
HelpSecondPage ; *************************************************************
LDY #168
HSPFirstLoop
DEY
TYA
LSR
LSR
TAX
STA WSYNC
LDA HelpPageColors,X
STA COLUPF
LDA HelpSecondPagePF0,X
STA PF0
LDA HelpSecondPagePF1,X
STA PF1
LDA HelpSecondPagePF2,X
STA PF2
LDA HelpSecondPagePF3,X
STA PF0
LDA HelpSecondPagePF4,X
STA PF1
LDA HelpSecondPagePF5,X
STA PF2
TYA
BNE HSPFirstLoop
LDY #28
HSPFSecondLoop
LDA #black
STA COLUBK
STA COLUPF
STA PF0
STA PF1
STA PF2
STA WSYNC
DEY ; [0] + 2
BNE HSPFSecondLoop ; [2] + 3
RTS
; *****************************************************************************
GameDrawScreen
; *****************************************************************************
; *************************************** 0th through 51st scanlines (52 total)
LDY #48
GameTopLines
LDA #black
STA COLUBK
STA COLUPF
STA PF0
STA PF1
STA PF2
STA WSYNC
DEY ; [0] + 2
BNE GameTopLines ; [2] + 3
; *****************************************************************************
RTS
; *****************************************************************************
OverScan
; *****************************************************************************
LDX #30
KillLines
STA WSYNC
DEX
BNE KillLines
RTS
; *****************************************************************************
; Graphics Data
; *****************************************************************************
org $FC00 ; 133 + 42 + 42 = 217 bytes in this page so far, max = 256
HBottFirstPagePF0
.byte %00000000, %00000000, %10000000, %01000000
.byte %01000000, %10000000, %00000000
HBottFirstPagePF1
.byte %00000000, %00000000, %10010010, %10101010
.byte %10101011, %10101010, %10000001
HBottFirstPagePF2
.byte %00000000, %00100000, %01100101, %10100101
.byte %10100101, %01100101, %00000100
HBottFirstPagePF3
.byte %00000000, %00000000, %10100000, %10100000
.byte %11100000, %10100000, %01000000
HBottFirstPagePF4
.byte %00000000, %00000000, %00110011, %01010101
.byte %01010101, %00110011, %00010001
HBottFirstPagePF5
.byte %00000000, %00000000, %11011010, %10001010
.byte %11011010, %01001010, %11011010
TopSplashPF0Data ; 19 bytes
.byte %10000000, %10000000, %10000000, %10000000, %10000000, %00000000
.byte %00000000, %00000000, %00000000, %00000000, %00000000, %00000000
.byte %00000000, %00000000, %00000000, %00000000, %00000000, %00000000
.byte %00000000
TopSplashPF1Data ; 19 bytes
.byte %00010101, %10011001, %01010101, %01010101, %10011001, %00000000
.byte %00000000, %00000000, %00010001, %00010000, %00101000, %00101000
.byte %01000101, %00000000, %01110111, %01000100, %01100100, %01000100
.byte %01110100
TopSplashPF2Data ; 19 bytes
.byte %10011011, %10100000, %10010001, %10001000, %10110011, %00000000
.byte %00000000, %00000000, %00111011, %01000001, %00110001, %00001001
.byte %01110011, %00000000, %00101110, %10100010, %01100110, %10100010
.byte %00101110
TopSplashPF3Data ; 19 bytes
.byte %10110000, %10000000, %10010000, %10000000, %10110000, %00000000
.byte %00000000, %00000000, %01110000, %00100000, %00100000, %00100000
.byte %01110000, %00000000, %10010000, %10000000, %10000000, %10000000
.byte %11010000
TopSplashPF4Data ; 19 bytes
.byte %00100100, %00100100, %01100100, %10100100, %00101110, %00000000
.byte %00000000, %00000000, %01100100, %10010100, %10010101, %10010110
.byte %01100100, %00000000, %00101001, %00110010, %00101010, %00101010
.byte %10110001
TopSplashPF5Data ; 19 bytes
.byte %00010011, %00000100, %00000010, %00010001, %00000110, %00000000
.byte %00000000, %00000000, %00000010, %00000011, %00000010, %00000010
.byte %00000010, %00000000, %00000001, %00000010, %00000010, %00000010
.byte %00000001
TopSplashColorData ; 19 bytes
.byte $38, $36, $34, $32, $30, $00, $00, $00, $8A, $88
.byte $86, $84, $82, $00, $8A, $88, $86, $84, $82
BaublesSplashPF0 ; 7 bytes
.byte %00000000, %11100000, %00100000, %00100000
.byte %11100000, %00100000, %00100000, %11100000
BaublesSplashPF1 ; 7 bytes
.byte %00000000, %00100010, %10100010, %10100010
.byte %00111110, %10100010, %10010100, %00001000
BaublesSplashPF2 ; 7 bytes
.byte %00000000, %11001110, %01010001, %01010001
.byte %11010001, %01010001, %01010001, %11010001
BaublesSplashPF3 ; 7 bytes
.byte %00000000, %10010000, %10100000, %10100000
.byte %10010000, %10100000, %10100000, %10010000
BaublesSplashPF4 ; 7 bytes
.byte %00000000, %11101111, %00001000, %00001000
.byte %00001110, %00001000, %00001000, %00001111
BaublesSplashPF5 ; 7 bytes
.byte %00000000, %00011100, %00100010, %00100000
.byte %00011100, %00000010, %00100010, %00011100
; *****************************************************************************
org $FD00 ; 7 x 28 + 42 = 238 bytes in this page so far, max = 256
HelpPageColors ; 6 x 7 = 42 bytes
.byte $0E, $0C, $0A, $08, $06, $04, $02
.byte $0E, $0C, $0A, $08, $06, $04, $02
.byte $0E, $0C, $0A, $08, $06, $04, $02
.byte $0E, $0C, $0A, $08, $06, $04, $02
.byte $0E, $0C, $0A, $08, $06, $04, $02
.byte $0E, $0C, $0A, $08, $06, $04, $02
SelectDataColor
.byte $0E, $0E, $0E, $0E
.byte $0C, $0C, $0C, $0C
.byte $0A, $0A, $0A, $0A
.byte $08, $08, $08, $08
.byte $06, $06, $06, $06
.byte $04, $04, $04, $04
.byte $02, $02, $02, $02
SelectDataPF0 ; 4 x 7 = 28 bytes
; 1P STK 2P STK 1P PDL HELP
.byte %00000000, %00000000, %00000000, %00000000
.byte %01100000, %01100000, %01100000, %01100000
.byte %01000000, %01000000, %01000000, %01000000
.byte %01100000, %01100000, %01100000, %01100000
.byte %00100000, %00100000, %00100000, %00100000
.byte %01100000, %01100000, %01100000, %01100000
.byte %00000000, %00000000, %00000000, %00000000
SelectDataPF1 ; 4 x 7 = 28 bytes
.byte %00000000, %00000000, %00000000, %00000000
.byte %11011010, %11011010, %11011010, %11011010
.byte %10010000, %10010000, %10010000, %10010000
.byte %11010000, %11010000, %11010000, %11010000
.byte %10010010, %10010010, %10010010, %10010010
.byte %11010000, %11010000, %11010000, %11010000
.byte %00000000, %00000000, %00000000, %00000000
SelectDataPF2 ; 4 x 7 = 28 bytes
.byte %00000000, %00000000, %00000000, %00000000
.byte %00010111, %00010111, %00010111, %10110101
.byte %00010010, %00010010, %00010010, %10010101
.byte %00110010, %00110100, %00110010, %10110111
.byte %01010011, %01010101, %01010011, %10010101
.byte %00110010, %00110010, %00110010, %10110101
.byte %00000000, %00000000, %00000000, %00000000
SelectDataPF3 ; 4 x 7 = 28 bytes
.byte %00000000, %00000000, %00000000, %00000000
.byte %10110000, %10110000, %10110000, %01010000
.byte %10010000, %10010000, %10010000, %01000000
.byte %10010000, %10010000, %10010000, %11000000
.byte %10010000, %10010000, %10010000, %01000000
.byte %10010000, %10010000, %10010000, %11000000
.byte %00000000, %00000000, %00000000, %00000000
SelectDataPF4 ; 4 x 7 = 28 bytes
.byte %00010000, %00010000, %00010000, %00000000
.byte %01010110, %01010110, %01010100, %00000000
.byte %01010010, %01010010, %01010100, %00000000
.byte %10010110, %10010110, %10010110, %00000000
.byte %01010100, %01010100, %01010101, %10000000
.byte %10010110, %10010110, %10010110, %00000000
.byte %00010000, %00010000, %00010000, %00000000
SelectDataPF5 ; 4 x 7 = 28 bytes
.byte %00000000, %00000000, %00000000, %00000000
.byte %01010010, %01010010, %01100110, %00000000
.byte %01010010, %01010010, %00101010, %00000000
.byte %00110010, %00110010, %00101010, %00000000
.byte %01010010, %01010010, %00101010, %00000000
.byte %01010111, %01010111, %00100110, %00000000
.byte %00000000, %00000000, %00000000, %00000000
; *****************************************************************************
org $FE00 ; 0 bytes in this page so far, max = 256
HelpSecondPagePF0
.byte %00000000, %00000000, %01000000, %10100000, %10100000, %10100000
.byte %00000000, %00000000, %00000000, %01000000, %01000000, %01000000
.byte %11100000, %01000000, %00000000, %00000000, %01000000, %01000000
.byte %01000000, %11100000, %01000000, %00000000, %00000000, %01100000
.byte %10100000, %10100000, %01100000, %00100000, %00000000, %00000000
.byte %01100000, %00100000, %00100000, %01100000, %00000000, %00000000
.byte %00000000, %01010000, %01010000, %11010000, %11000000, %00010000
HelpSecondPagePF1
.byte %00000000, %00000000, %10010101, %01010101, %01011101, %01010101
.byte %00001001, %00000000, %00000000, %01010010, %01010100, %01110111
.byte %01000101, %01000010, %00000000, %00000000, %01010101, %01010101
.byte %01010101, %00011110, %01010000, %00000000, %00000000, %01010010
.byte %01010101, %01110101, %01010101, %00100000, %00000000, %00000000
.byte %01001010, %10101010, %10101010, %10101010, %01001010, %00000000
.byte %00001000, %10000101, %10001101, %10010101, %00010101, %00001000
HelpSecondPagePF2
.byte %00000000, %00000000, %00011010, %00010010, %00011010, %00001010
.byte %00011010, %00000000, %00000000, %10101000, %10101000, %10101000
.byte %01111000, %00001000, %00000000, %00010000, %00100100, %00100010
.byte %00001110, %00001010, %00000100, %00000000, %00000000, %00100110
.byte %10101010, %10101010, %10100110, %00100010, %00000000, %00000000
.byte %00110010, %00010001, %00010111, %10110101, %00000010, %00000000
.byte %00000000, %10101010, %10101010, %10101011, %01111010, %00001001
HelpSecondPagePF3
.byte %00000000, %00000000, %00000000, %00000000, %00000000, %00000000
.byte %00000000, %00000000, %00000000, %01000000, %10100000, %10100000
.byte %10100000, %01000000, %00000000, %00000000, %01010000, %01010000
.byte %01110000, %01010000, %00100000, %00000000, %00000000, %10010000
.byte %00000000, %10110000, %10100000, %10010000, %00000000, %00000000
.byte %00010000, %00010000, %00010000, %00110000, %00010000, %00000000
.byte %00000000, %01000000, %00100000, %11100000, %10100000, %01000000
HelpSecondPagePF4
.byte %00000000, %00000000, %00000000, %00000000, %00000000, %00000000
.byte %00000000, %00000000, %00000000, %00100101, %01010101, %01010101
.byte %01010001, %00000100, %00000000, %00000000, %01000100, %10101010
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.byte %00100101, %00100101, %00100111, %01110100, %00100100, %00000000
.byte %00100000, %00110010, %00101010, %00101010, %00110010, %00000010
HelpSecondPagePF5
.byte %00000000, %00000000, %00000000, %00000000, %00000000, %00000000
.byte %00000000, %00000000, %00010000, %00100010, %00110010, %00101011
.byte %00101001, %00010000, %00000000, %00000000, %00011001, %00010101
.byte %00010101, %00011000, %00010001, %00000000, %00000000, %00000001
.byte %00000001, %00000001, %00000000, %00000000, %00000000, %00000000
.byte %00000100, %00000010, %00001110, %00001010, %00000100, %00000000
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; *****************************************************************************
org $FF00 ; 6 * 6 * 7 = 252 bytes in this page, max = 252
HelpFirstPagePF0
.byte %00000000, %00000000, %10000000, %01000000, %01000000, %01000000
.byte %00000000, %00000000, %00000000, %01000000, %01000000, %01000000
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.byte %10010000, %11000000, %10000000, %00000000, %01000000, %11000000
.byte %01000000, %01000000, %11000000, %00000000, %00000000, %00000000
.byte %11000000, %01010000, %01010000, %11000000, %00000000, %00000000
.byte %00000000, %01010000, %01010000, %11010000, %11000000, %00010000
HelpFirstPagePF1
.byte %00000000, %00000000, %00110010, %10010100, %10110111, %10100101
.byte %00110010, %00000000, %00000000, %10100100, %10101010, %10101010
.byte %11001010, %00000100, %00000000, %00010000, %10011001, %00010101
.byte %00010101, %00011001, %00000001, %00000000, %00000000, %00101010
.byte %10101010, %10101110, %00101010, %00100100, %00000000, %00000000
.byte %01010010, %01010101, %01110101, %01000101, %01000010, %00000000
.byte %00000000, %10110010, %10010010, %10110010, %00100111, %00110010
HelpFirstPagePF2
.byte %00000000, %00000000, %10011000, %10010000, %10011000, %11001000
.byte %10011000, %00000000, %00000000, %00100110, %00010101, %01110101
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.byte %00010010, %01110010, %01010101, %00100101, %00000000, %00000000
.byte %01100100, %01001010, %01101010, %00101010, %01100100, %00000000
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HelpFirstPagePF3
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.byte %00100000, %00010000, %01110000, %01010000, %00100000, %00000000
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HelpFirstPagePF4
.byte %00000000, %00000000, %11010100, %10010100, %10011000, %11010100
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.byte %01010110, %00100000, %00000000, %00000000, %01000000, %01000000
.byte %01000000, %01100000, %01000000, %00000000, %00000000, %10000000
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.byte %01110010, %00100101, %00100101, %01100101, %00100010, %00000000
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HelpFirstPagePF5
.byte %00000000, %00000000, %00100100, %00101010, %00101010, %01101010
.byte %00100100, %00000000, %00000000, %00000000, %00000000, %00000000
.byte %00000000, %00000000, %00000000, %00000000, %00000000, %00000000
.byte %00000000, %00000000, %00000000, %00000000, %00000000, %00000000
.byte %00000000, %00000000, %00000000, %00000000, %00000000, %00000000
.byte %01110010, %00100010, %01000010, %01010110, %00100010, %00000000
.byte %00000000, %01101010, %01001010, %01101110, %00100110, %01100000
; *****************************************************************************
org $FFFC
.word Start
.word Start
org $FF00Attachment:
baubles3.bin
Description: baubles3.bin
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