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 .byte %10101010, %10101010, %00000100, %00000000, %00000000, %10001010 .byte %10001010, %10001011, %00000011, %10001000, %00000000, %00000000 .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 .byte %01000000, %01100101, %01010101, %01010111, %01010101, %00000010 ; ***************************************************************************** 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 .byte %11000000, %01000000, %00000000, %00000000, %11000000, %10010000 .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 .byte %01010110, %00100100, %00000000, %00000000, %01001010, %01001010 .byte %01001110, %10101010, %10100100, %00000000, %00000000, %00100010 .byte %00010010, %01110010, %01010101, %00100101, %00000000, %00000000 .byte %01100100, %01001010, %01101010, %00101010, %01100100, %00000000 .byte %00000000, %00100010, %01010010, %01010010, %01010110, %00000010 HelpFirstPagePF3 .byte %00000000, %00000000, %01000000, %01000000, %01000000, %00010000 .byte %01000000, %00000000, %00000000, %11000000, %01000000, %01000000 .byte %11000000, %00000000, %00000000, %00000000, %01000000, %00100000 .byte %11100000, %10100000, %01000000, %00000000, %00000000, %10010000 .byte %00010000, %10110000, %10010000, %10000000, %00000000, %00000000 .byte %00100000, %00010000, %01110000, %01010000, %00100000, %00000000 .byte %00000000, %00110000, %00010000, %00010000, %10110000, %00000000 HelpFirstPagePF4 .byte %00000000, %00000000, %11010100, %10010100, %10011000, %11010100 .byte %00010100, %00000000, %00000000, %01010101, %01010101, %01110111 .byte %01010110, %00100000, %00000000, %00000000, %01000000, %01000000 .byte %01000000, %01100000, %01000000, %00000000, %00000000, %10000000 .byte %10000000, %10000000, %00000000, %10000000, %00000000, %00000000 .byte %01110010, %00100101, %00100101, %01100101, %00100010, %00000000 .byte %00000000, %10010010, %10010101, %10010101, %11000101, %10010010 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 $FF00
Attachment:
baubles3.bin
Description: baubles3.bin
Current Thread |
---|
|
<- Previous | Index | Next -> |
---|---|---|
RE: [stella] Color Tweaker, v1.0, B. Watson | Thread | Aw: [stella] Color Tweaker, v1.0, cybergoth |
Re: [stella] TIA sound note table, , John Saeger | Date | Aw: [stella] Color Tweaker, v1.0, cybergoth |
Month |