processor 6502 include "vcs.h" include "macro.h" Gris = 8 Marron = 4*8 Verde = 3*16 + 10 Naranja = 4*16 + 10 Celeste = 9*16 + 14 Azul = 11*16 + 4 Amarillo = 2*16 + 14 ; es amarillo? Rojo = 6*16 + 4 ; es rojo? PunteroRoom = $86 PunteroRoomBKP = $8C TieneObjeto = 1 Guante = 2 Lamp = 4 Llave = 8 PushQ = 16 Dia2 = 32 Inventario = $8E ControlBoton = $8F Temp = $91 DuracionNota = $A2 Noparray = $A8 Personaje = $A9 TogCamina = $AB ContaX = $AC Vueltas = $AD TogPersonaje = $AE Personaje1 = $AF Personaje2 = $B1 Vueltas1 = $B3 Vueltas2 = $B4 ContAnim = $B5 PuntAnim = $B6 SaltAnim = $B7 Noparray2 = $B9 RoomP1 = $BA RoomP2 = $BB ContaY = $C3 ColPir = $C4 ColPir2 = $C5 Scor = $C6 Digi1 = $C8 Digi2 = $CA Digi3 = $CC Digi4 = $CE Vueltas3 = $F1 Vueltas4 = $F2 Puntaje = $F3 Backg = $FA Backg2 = $FC CaeCabz = Noparray2 ColorBK = Noparray YardCastle = PunteroRoom YardCastle2 = PunteroRoomBKP Delay = Vueltas3 Curvit = $D4 Curvit2 = $D5 Curvit3 = $D6 Curvit4 = $D7 Curvit5 = $D8 Curvit6 = $D9 Curvit7 = $DA Curvit8 = $DB Velo = $FE;FD;CaeCabz Motor = $DC Motor2 = $DD Motor3 = $DE Motor4 = $DF C_7 = 0 C_6 = 1 F_5 = 2 C_5 = 3 Gs_4 = 4 F_4 = 5 D_4 = 6 C_4 = 7 As_3 = 8 Gs_3 = 9 Fs_3 = 10 F_3 = 11 Ds_3 = 12 D_3 = 13 Cs_3 = 14 C_3 = 15 B_2 = 16 As_2 = 17 A_2 = 18 Gs_2 = 19 G_2 = 20 Fs_2 = 21 F_2 = 23 E_2 = 24 Ds_2 = 25 D_2 = 27 Cs_2 = 29 C_2 = 30 Amanecer = 8 Bicmaps = Curvit hora = Inventario horaux = ControlBoton perso = Temp lugar = Noparray2 xx = Personaje xxmod4 = Personaje1 ase = Personaje2 arr = Scor preEnter = Vueltas4 dificultad = Motor4 WorkingByte = dificultad SuperWorkingByte = lugar ContaPasillo = ase IzqDer = arr HayLlav = xxmod4 EstaCerr = xx LargoPasillo = hora ContaNod = horaux ContaLlav = perso VieneDe = Digi4 entroEnAnim = $A0 ordenDeAnim = $A1 TengoLla = $A2 ;///////////////// Start of Code ///////////////////////////////////// SEG org $1000 rORG $F000 JMP Sajmp Sabnk LDA $081F;1FF8 NOP NOP NOP NOP JMP Star;Start_Frame Sajmp Reset ; Clear RAM, TIA registers and Set Stack Pointer to #$FF SEI CLD LDX #$FF TXS LDA #0 Clear_Mem STA 0,X DEX BNE Clear_Mem ;jmp Star_ ; lda <#PunteroRoomF ; sta PunteroRoom ; lda >#PunteroRoomF ; sta PunteroRoom + 1 ldy #8 lda PunteroRoomF2,Y sta PunteroRoom iny lda PunteroRoomF2,Y sta PunteroRoom + 1 jsr Mover_Fondo ; ldy #0 ; ldx #0 Llen ; lda (PunteroRoom),Y ; sta ColPir,X ; inx ; iny ; cpy #12 ; bne Llen Star sta WSYNC ldx #49;47;60 setP1 nop dex bne setP1 sta RESP0 lda #$10 sta HMP0 sta WSYNC sta HMOVE sta WSYNC ldx #49;50;47;20;30;Scor;#192;Scor;112 dobl nop dex bne dobl sta RESP1;RESM1;RESP1 lda #$A0;80 sta HMP1 sta WSYNC sta HMOVE ldx #30 dobl2 nop dex bne dobl2 sta RESBL lda #3 sta NUSIZ0 sta NUSIZ1 lda #6;5;1 sta RoomP1 lda #%00000001 sta Bicmaps lda #%00100010 sta Bicmaps + 1 lda #%00000011 sta Bicmaps + 2 lda #%00100100 sta Bicmaps + 3 lda #%00000101 sta Bicmaps + 4 lda #%00100110 sta Bicmaps + 5 ;lda <#Bitmag ;sta PunteroRoom ;lda >#Bitmag ;sta PunteroRoom + 1 lda #0 sta Noparray ;/////////////////////////////////////////////////// Start_Frame ;SLEEP 42 lda #229;19 ;esto si hay algo en el Anim2 va 24, si solo hay un jmp retornoanim va 25, porque se hacen lineas impares y eso hace que se ponga todo en blanco y negro sta TIM64T ;T1024T LDA #8 STA COLUPF ; Start VSYNC LDA #2 STA VSYNC STA WSYNC STA WSYNC STA WSYNC ; 3 Scanlines of VSYNC LDA #0 STA VSYNC ; End VSYNC ; 37 Scanlines of Vertical Blank... LDX #37 Vertical_BlankD STA WSYNC DEX BNE Vertical_BlankD LDA #0 STA VBLANK ; Enable TIA Output ;////////////// Start To Draw Playfield /////////////////////////////// LDX #4 ; Frase 1 empieza mas arriba TiempoD STA WSYNC DEX BNE TiempoD ; JMP ($82);Frase1 RetornoD LDA #0;Cero2 STA PF0 STA PF1 STA PF2 STA WSYNC STA WSYNC STA WSYNC STA WSYNC STA WSYNC STA WSYNC LDA #5;1 STA CTRLPF ; JMP ($84);Frase2 Retorno2D LDA #0 ;Cero2 STA PF0 STA PF1 STA PF2 sta GRP0 sta GRP1 ;JMP ($88) lda perso;#0 clc rol rol rol rol sta COLUBK sta COLUPF lda #Gris sta COLUP0 lda #Gris;Azul sta COLUP1 lda #0 sta Noparray ldy #19;20;40;20 Loopy sty PunteroRoomBKP + 1 ldy Noparray lda (PunteroRoom),Y sta Bicmaps iny lda (PunteroRoom),Y sta Bicmaps + 1 iny lda (PunteroRoom),Y sta Bicmaps + 2 iny lda (PunteroRoom),Y sta Bicmaps + 3 iny lda (PunteroRoom),Y sta Bicmaps + 4 iny lda (PunteroRoom),Y sta Bicmaps + 5 lda Noparray clc adc #6 sta Noparray ldy PunteroRoomBKP + 1 sta WSYNC lda Bicmaps ;#%11110111 sta GRP0 ; ldx #6 ;RoomP1 looc ; dex ; bne looc nop nop nop nop nop nop nop nop nop nop nop nop nop nop nop nop nop nop lda Bicmaps + 2 ;+ 2 ;#%00001000 sta GRP0 ; ldx #1 ;RoomP1 loocb ; dex ; bne loocb ; nop lda Bicmaps + 4 ;+ 4 ;#%00001000 sta GRP0 sta WSYNC lda #0 sta GRP0 lda Bicmaps + 1 ;#%11110111 sta GRP1 ; ldx #1 ;RoomP1 looc2 ; dex ; bne looc2 nop nop nop nop nop nop nop nop nop nop nop nop nop nop nop nop ;nop ;nop ;nop lda Bicmaps + 3 ;#%00001000 sta GRP1 ; ldx #1 ;RoomP1 looc2b ; dex ; bne looc2b ; nop lda Bicmaps + 5 ;#%00001000 sta GRP1 ;sta WSYNC lda #0 sta GRP1 dey bne LoopyN sta WSYNC jmp LoopyS LoopyN jmp Loopy LoopyS LDA #0;255;0 ;Cero2 STA PF0 STA PF1 STA PF2 sta GRP0 sta GRP1 LDX #17;9;18;40;90;50;30;50;90;112 DibujaColaD STA WSYNC DEX BNE DibujaColaD ; sta HMOVE jmp Deci3sa Decision3NearDn jmp Decision3NearD Deci3sa DeciD LDA SWCHA AND #%00010000 BEQ DecisionNearD LDA SWCHA AND #%01000000 BEQ Decision2NearD LDA SWCHA AND #%00100000 BEQ Decision3NearDn LDA SWCHA AND #%10000000 BEQ Decision4NearD2 ;BEQ TogImg LDA INPT4 BMI RetDeciDn ;SalBot;RetDeciD JMP Boton;Decision RetDeciDn jmp RetDeciD ;SalBot ; lda INPT5 ; bmi RetDeciD ; jmp BotonB DecisionNearD ; Arriba lda Delay bne RetDeciDn lda #1 sta ordenDeAnim lda #3 sta TogCamina lda <#Fra3 sta PunteroRoom lda >#Fra3 sta PunteroRoom + 1 lda #5 sta Delay lda #0 sta VieneDe lda ContaPasillo beq Escap dec ContaPasillo clc rol SuperWorkingByte lda SuperWorkingByte adc #0 sta SuperWorkingByte jmp RetDeciD Escap inc ContaNod jmp Nodo ;RetDeciD Decision4NearD2 jmp Decision4NearD Decision2NearD ;;dec PunteroRoom ;;dec PunteroRoom ;lda #1 ;sta TogCamina ;jsr Mover_Fondo ;Izquierda lda Delay bne RetDeciDn lda #5 sta Delay lda VieneDe bne EstoyEnNod lda #10 sta AUDV0 sta AUDF0 sta AUDC0 jmp RetDeciD EstoyEnNod lda EstaCerr cmp #3 bne Iz lda TengoLla bne Iz lda #10 sta AUDV0 sta AUDF0 sta AUDC0 jmp RetDeciD Iz lda IzqDer beq Contin lda #10 sta AUDV0 sta AUDF0 sta AUDC0 jmp RetDeciD Contin lda #1 sta ordenDeAnim lda <#Fra3 sta PunteroRoom lda >#Fra3 sta PunteroRoom + 1 lda #1 sta VieneDe clc rol SuperWorkingByte lda SuperWorkingByte adc #0 sta SuperWorkingByte clc rol SuperWorkingByte lda SuperWorkingByte adc #0 sta SuperWorkingByte lda #1 sta TogCamina jmp Nodo Decision3NearD ;Abajo lda Delay bne RetDeciDn2 lda #10 sta AUDV0 sta AUDF0 sta AUDC0 jmp RetDeciD lda #1 sta ordenDeAnim lda <#Fra3 sta PunteroRoom lda >#Fra3 sta PunteroRoom + 1 lda #5 sta Delay lda ContaPasillo beq Esca inc ContaPasillo clc ror SuperWorkingByte lda #0 ror ;le pongo el carry por izquierda clc adc SuperWorkingByte sta SuperWorkingByte jmp RetDeciD Esca lda #0 sta VieneDe dec ContaNod jmp Nodo RetDeciDn2 jmp RetDeciD Decision4NearD ;Derecha lda Delay bne RetDeciDn2 lda #5 sta Delay lda VieneDe bne EstoyEnNodo lda #10 sta AUDV0 sta AUDF0 sta AUDC0 jmp RetDeciD EstoyEnNodo lda EstaCerr cmp #3 bne Iz2 lda TengoLla bne Iz2 lda #10 sta AUDV0 sta AUDF0 sta AUDC0 jmp RetDeciD Iz2 lda IzqDer beq Continu jmp Continus Continu lda #10 sta AUDV0 sta AUDF0 sta AUDC0 jmp RetDeciD Continus lda #1 sta ordenDeAnim lda <#Fra3 sta PunteroRoom lda >#Fra3 sta PunteroRoom + 1 lda #1 sta VieneDe clc rol SuperWorkingByte lda SuperWorkingByte adc #0 sta SuperWorkingByte ;le sumo el carry para que haya verdaderamente rotacion clc rol SuperWorkingByte lda SuperWorkingByte adc #0 sta SuperWorkingByte ;le sumo el carry para que haya verdaderamente rotacion lda #2 sta TogCamina jmp Nodo RetDeciD ;////////////// End Of Display //////////////////////////////////////// LDA #%01000010 ; Disable VIA Output STA VBLANK ; 30 scanlines of overscan... ; LDX #30 ;Overscan STA WSYNC ; DEX ; BNE Overscan OverscanLoopD lda INTIM bne OverscanLoopD lda #65 sta TIM64T overscan2 lda INTIM bne overscan2 sta WSYNC ;JMP Start_Frame lda Delay beq seguir dec Delay jmp Star_ seguir lda #0 sta AUDV0 jmp Star_ ;BotonB ; ldy #10 ; lda PunteroRoomF,Y ; sta PunteroRoom ; iny ; lda PunteroRoomF,Y ; sta PunteroRoom + 1 ; lda #0 ; sta preEnter ; jmp RetDeciD Boton lda SuperWorkingByte and #%00001001 cmp #9 beq shoot jmp shoots shoot lda #4 sta TogCamina ;lda #1 sta ordenDeAnim shoots ;inc RoomP1 ;se presiona enter y se cargan los datos aleatorios inc preEnter lda Puntaje ;lda #%00011001 ;lda #%11111111 sta SuperWorkingByte Nodo ;lda #0 ;sta HayLlav ;sta LargoPasillo ;sta ContaPasillo ;sta IzqDer ;sta EstaCerr lda SuperWorkingByte sta WorkingByte lda #0 clc rol WorkingByte adc #0 ;que sume el carry del rol, si hubo un uno. sta HayLlav clc rol HayLlav lda HayLlav clc rol WorkingByte adc #0 sta HayLlav lda #0 clc rol WorkingByte adc #0 sta IzqDer lda #0 clc rol WorkingByte adc #0 sta LargoPasillo clc rol LargoPasillo lda LargoPasillo clc rol WorkingByte adc #0 sta LargoPasillo inc LargoPasillo lda LargoPasillo sta ContaPasillo lda #0 clc rol WorkingByte adc #0 sta EstaCerr clc rol EstaCerr lda EstaCerr clc rol WorkingByte adc #0 sta EstaCerr lda #0 ;clc ;rol WorkingByte ;adc #0 ;sta HayLlav ;clc ;rol HayLlav ;lda HayLlav ;clc ;rol WorkingByte ;adc #0 ;sta HayLlav lda VieneDe beq vieneDeAbaj vieneDeCote lda <#Fra3 sta PunteroRoom lda >#Fra3 sta PunteroRoom + 1 jmp RetDeciD vieneDeAbaj lda #1 sta VieneDe lda IzqDer beq Derech lda #2 sta Digi3 lda <#Fra2 sta PunteroRoom lda >#Fra2 sta PunteroRoom + 1 lda HayLlav cmp #3 beq Hay_llave jmp Cierro;RetDeciD Hay_llave lda <#Fra5 sta PunteroRoom lda >#Fra5 sta PunteroRoom + 1 inc TengoLla jmp Cierro;RetDeciD Derech lda #1 sta Digi3 lda <#Bitmag sta PunteroRoom lda >#Bitmag sta PunteroRoom + 1 lda HayLlav cmp #3 beq Hay_llaveDer jmp Cierro;RetDeciD Hay_llaveDer lda <#Fra4 sta PunteroRoom lda >#Fra4 sta PunteroRoom + 1 inc TengoLla Cierro lda EstaCerr cmp #3 beq Cerrar jmp RetDeciD Cerrar lda PunteroRoom + 1 clc adc #4 sta PunteroRoom + 1 jmp RetDeciD Mover_Fondo ldy #0 ldx #0 Llen2 lda (PunteroRoom),Y sta ColPir,X inx iny cpy #12 bne Llen2 rts Star_ sta WSYNC ldx #49;47;60 setP1_ nop dex bne setP1_ sta RESP0 lda #$D0 sta HMP0 sta WSYNC sta HMOVE sta WSYNC ldx #49;48;49;50;47;20;30;Scor;#192;Scor;112 dobl_ nop dex bne dobl_ sta RESP1;RESM1;RESP1 lda #$20 sta HMP1 sta WSYNC sta HMOVE ldx #30 dobl2_ nop dex bne dobl2_ sta RESBL lda #3 sta NUSIZ0 sta NUSIZ1 lda #6;5;1 sta RoomP1 lda #%00000001 sta Bicmaps lda #%00100010 sta Bicmaps + 1 lda #%00000011 sta Bicmaps + 2 lda #%00100100 sta Bicmaps + 3 lda #%00000101 sta Bicmaps + 4 lda #%00100110 sta Bicmaps + 5 lda #0 sta Noparray ;/////////////////////////////////////////////////// Start_Frame_ ;SLEEP 42 lda #229;19 ;esto si hay algo en el Anim2 va 24, si solo hay un jmp retornoanim va 25, porque se hacen lineas impares y eso hace que se ponga todo en blanco y negro sta TIM64T ;T1024T LDA #8 STA COLUPF ; Start VSYNC LDA #2 STA VSYNC STA WSYNC STA WSYNC STA WSYNC ; 3 Scanlines of VSYNC LDA #0 STA VSYNC ; End VSYNC ; 37 Scanlines of Vertical Blank... LDX #37 Vertical_BlankD_ STA WSYNC DEX BNE Vertical_BlankD_ LDA #0 STA VBLANK ; Enable TIA Output ;////////////// Start To Draw Playfield /////////////////////////////// LDX #4 ; Frase 1 empieza mas arriba TiempoD_ STA WSYNC DEX BNE TiempoD_ ; JMP ($82);Frase1 RetornoD_ LDA #0;Cero2 STA PF0 STA PF1 STA PF2 STA WSYNC STA WSYNC STA WSYNC STA WSYNC STA WSYNC STA WSYNC LDA #5;1 STA CTRLPF ; JMP ($84);Frase2 Retorno2D_ LDA #0 ;Cero2 STA PF0 STA PF1 STA PF2 sta GRP0 sta GRP1 ;JMP ($88) lda perso;#0 clc rol rol rol rol sta COLUBK sta COLUPF lda #Gris sta COLUP0 lda #Gris;Azul sta COLUP1 lda #0 sta Noparray ldy #19;20;40;20 Loopy_ sty PunteroRoomBKP + 1 ldy Noparray lda (PunteroRoom),Y sta Bicmaps iny lda (PunteroRoom),Y sta Bicmaps + 1 iny lda (PunteroRoom),Y sta Bicmaps + 2 iny lda (PunteroRoom),Y sta Bicmaps + 3 iny lda (PunteroRoom),Y sta Bicmaps + 4 iny lda (PunteroRoom),Y sta Bicmaps + 5 lda Noparray clc adc #6 sta Noparray ldy PunteroRoomBKP + 1 sta WSYNC lda Bicmaps + 1; ;#%11110111 sta GRP0 ; ldx #6 ;RoomP1 looc_ ; dex ; bne looc nop nop nop nop nop nop nop nop nop nop nop nop nop nop nop nop nop nop nop lda Bicmaps + 3 ;+ 2 ;#%00001000 sta GRP0 ; ldx #1 ;RoomP1 loocb_ ; dex ; bne loocb ; nop lda Bicmaps + 5 ;+ 4 ;#%00001000 sta GRP0 sta WSYNC lda #0 sta GRP0 lda Bicmaps ;+ 1 ;#%11110111 sta GRP1 ; ldx #1 ;RoomP1 looc2_ ; dex ; bne looc2 nop nop nop nop nop nop nop nop nop nop nop nop nop nop nop ;nop ;;nop lda Bicmaps + 2 ;3 ;#%00001000 sta GRP1 ; ldx #1 ;RoomP1 looc2b_ ; dex ; bne looc2b ; nop lda Bicmaps + 4; 5 ;#%00001000 sta GRP1 ;sta WSYNC lda #0 sta GRP1 dey bne LoopyN_ ;sta WSYNC jmp LoopyS_ LoopyN_ jmp Loopy_ LoopyS_ LDA #0;255;0 ;Cero2 STA PF0 STA PF1 STA PF2 sta GRP0 sta GRP1 ;jmp Aniss lda entroEnAnim bne AniEmpiez lda ordenDeAnim bne AniEmpiez0 ;orden de Animar jmp Aniss AniEmpiez0 lda Puntaje and #%00001000 ;para que quede sincronizado al primer cuadro beq AniEmpiez jmp AnissElse AniEmpiez lda Puntaje and #%00001000 bne sonidea jmp sonideas sonidea lda #12 ; nunca entra con un 1 en Puntaje 00001000, es para probar el sonido si entra con ese 1 o no. sta AUDF0 sta AUDV0 sonideas lda #1 sta entroEnAnim lda TogCamina cmp #2 beq Ani1 cmp #1 beq Ani2 cmp #3 beq Ani3 cmp #4 beq Ani4 jmp Aniss Ani1 lda Puntaje and #%00001000 beq Cuadro1 ldy #2 lda Anima1,Y sta PunteroRoom iny lda Anima1,Y sta PunteroRoom + 1 jmp Anis Cuadro1 ldy #0 lda Anima1,Y sta PunteroRoom iny lda Anima1,Y sta PunteroRoom + 1 jmp Anis Ani2 lda Puntaje and #%00001000 beq Cuadro12 ldy #2 lda Anima2,Y sta PunteroRoom iny lda Anima2,Y sta PunteroRoom + 1 jmp Anis Cuadro12 ldy #0 lda Anima2,Y sta PunteroRoom iny lda Anima2,Y sta PunteroRoom + 1 jmp Anis Ani3 lda Puntaje and #%00001000 beq Cuadro13 ldy #2 lda Anima3,Y sta PunteroRoom iny lda Anima3,Y sta PunteroRoom + 1 jmp Anis Cuadro13 ldy #0 lda Anima3,Y sta PunteroRoom iny lda Anima3,Y sta PunteroRoom + 1 jmp Anis Ani4 lda Puntaje and #%00001000 beq Cuadro14 ldy #2 lda Anima4,Y sta PunteroRoom iny lda Anima4,Y sta PunteroRoom + 1 jmp Anis Cuadro14 ldy #0 lda Anima4,Y sta PunteroRoom iny lda Anima4,Y sta PunteroRoom + 1 jmp Anis anissn jmp Aniss Anis inc TogPersonaje ;contador animacion lda TogPersonaje ;es fin de animacion? cmp #13;16;8;4 bne anissn ;Aniss lda #0 sta TogCamina sta TogPersonaje lda <#Fra3 sta PunteroRoom lda >#Fra3 sta PunteroRoom + 1 lda Digi3 ;si el nodo al que llegue se bifurca hacia der o izq (que imagen tenia antes de la animacion, es decir) beq Anis2;s cmp #2 beq Dere cmp #1 beq Izqi jmp Anis2;s Dere lda <#Fra2 sta PunteroRoom lda >#Fra2 sta PunteroRoom + 1 lda HayLlav cmp #3 beq hayll jmp Anis1 hayll lda <#Fra5 sta PunteroRoom lda >#Fra5 sta PunteroRoom + 1 jmp Anis1 Izqi lda <#Bitmag sta PunteroRoom ;+ 1 ;si corrijo este + 1, que hay que sacarlo, no anda nada y no se porque mierda no. lda >#Bitmag sta PunteroRoom + 1 lda HayLlav cmp #3 beq haylla jmp Anis1 haylla lda <#Fra4 sta PunteroRoom lda >#Fra4 sta PunteroRoom + 1 Anis1 lda EstaCerr cmp #3 beq Cerrala jmp Anis2 Cerrala lda PunteroRoom + 1 clc adc #4 sta PunteroRoom + 1 Anis2 lda #0 sta Digi3 sta ordenDeAnim sta entroEnAnim lda #0;11 sta AUDF0 sta AUDV0 lda SuperWorkingByte and #%00001001 cmp #9 beq miner jmp Aniss AnissElse lda <#Fra3 ;pa que no muestre por adelantado la pantalla de abajo de la animacion (el nodo) si no esta sincronizado perfecto con el primer cuadro sta PunteroRoom lda >#Fra3 sta PunteroRoom + 1 Aniss ;lda entroEnAnim ;bne sonide ;jmp sonides sonide ;lda Puntaje ;and #%00001000 ;bne sonideo ;jmp sonides sonideo ;lda #11 ;sta AUDF0 ;sta AUDV0 sonides jmp miners miner lda ContaPasillo bne miners lda #Fra6 sta PunteroRoom + 1 miners inc Puntaje ; lda Puntaje ; clc ; adc #1 ; sta Puntaje ; ;cmp #255 ; ;beq Carr ; ;jmp Carrs Carr ; ;inc PuntAnim Carrs ; lda PuntAnim ; adc #0 ;le sumo el carry de Puntaje, asi PuntAnim es la otra cifra del numero ; sta PuntAnim ; lda PuntAnim ; and #%01110000 ; clc ; ror ; ror ; ror ; ror ; sta dificultad LDX #17;9;18;40;90;50;30;50;90;112 DibujaColaD_ STA WSYNC DEX BNE DibujaColaD_ ; sta HMOVE DeciD_ LDA SWCHA AND #%00010000 BEQ DecisionNearD_ LDA SWCHA AND #%01000000 BEQ Decision2NearD_ LDA SWCHA AND #%00100000 BEQ Decision3NearD_ LDA SWCHA AND #%10000000 BEQ Decision4NearD_ ;BEQ TogImg LDA INPT4 BMI RetDeciD_ JMP Boton;Decision DecisionNearD_ inc RoomP1 ; JMP Decision Decision2NearD_ ; JMP Decision2 Decision3NearD_ ; JMP Decision3 Decision4NearD_ ; JMP Decision4 RetDeciD_ ;////////////// End Of Display //////////////////////////////////////// LDA #%01000010 ; Disable VIA Output STA VBLANK ; 30 scanlines of overscan... ; LDX #30 ;Overscan STA WSYNC ; DEX ; BNE Overscan OverscanLoopD_ lda INTIM bne OverscanLoopD_ lda #65 sta TIM64T overscan22 lda INTIM bne overscan22 sta WSYNC ;JMP Start_Frame_ jmp Star .ALIGN 256 ;Bicmaps ; .byte #%00000001 ; .byte #%00100010 ; .byte #%00000011 ; .byte #%00100100 ; .byte #%00000101 ; .byte #%00100110 ; .byte #%00000111 ; .byte #%00001000 Bitmag ; .byte #%00000100, %00000000, %00000000, %00000000, %00000000, %00100000 ; .byte #%00000100, %00000000, %00000000, %00000000, %00000000, %00100000 ; .byte #%00000100, %00000000, %00000000, %00000000, %00000000, %00100000 ; .byte #%00000100, %00000000, %00000000, %00000000, %00000000, %00100000 ; .byte #%11111000, %00000000, %00000000, %00000000, %00000000, %00100000 ; .byte #%00000000, %00000000, %00000000, %00000000, %00000000, %00100000 ; .byte #%00000000, %00000000, %00000000, %00000000, %00000000, %00100000 ; .byte #%00000000, %00000000, %00000000, %00000000, %00000000, %00100000 ; .byte #%00000000, %00000000, %00000000, %00000000, %00000000, %00100000 ; .byte #%00000000, %00000000, %00000001, %10000000, %00000000, %00100000 ; .byte #%00000000, %00000000, %00000011, %11000000, %00000000, %00100000 ; .byte #%00000000, %00000000, %00000000, %00000000, %00000000, %00100000 ; .byte #%00000000, %00000000, %00001110, %01100000, %00000000, %00100000 ; .byte #%00000000, %00000000, %00010001, %10011000, %00000000, %00100000 ; .byte #%11111000, %00000000, %00000001, %10000000, %00000000, %00100000 ; .byte #%00000100, %00000000, %00000011, %11000000, %00000000, %00100000 ; .byte #%00000100, %00000000, %00000111, %11100000, %00000000, %00100000 ; .byte #%00000100, %00000000, %00001100, %00110000, %00000000, %00100000 ; .byte #%00000100, %00000000, %00000000, %00000000, %00000000, %00100000 .byte #%00000100, %00000000, %00000000, %00000000, %00000000, %00100000 .byte #%00000010, %00000000, %00000000, %00000000, %00000000, %01000000 .byte #%00000001, %00000000, %00000000, %00000000, %00000000, %10000000 .byte #%00000000, %10000000, %00000000, %00000000, %00000001, %00000000 .byte #%00001100, %01000000, %00000000, %00000000, %00000010, %00000000 .byte #%00001010, %00100000, %00000000, %00000000, %00000100, %00000000 .byte #%00001001, %00010000, %00000000, %00000000, %00001000, %00000000 .byte #%00001000, %10001000, %00000000, %00000000, %00010000, %00000000 .byte #%00001000, %01001111, %11111111, %11111111, %11110000, %00000000 .byte #%00001000, %01001000, %00000000, %00000000, %00010000, %00000000 .byte #%00001000, %01001111, %11111111, %11111111, %11110000, %00000000 .byte #%00001000, %10001000, %00000000, %00000000, %00010000, %00000000 .byte #%00001001, %00010000, %00000000, %00000000, %00001000, %00000000 .byte #%00001010, %00100000, %00000001, %10000000, %00000100, %00000000 .byte #%00001100, %01000000, %00000001, %10000000, %00000010, %00000000 .byte #%00000000, %10000000, %00000011, %11000000, %00000001, %00000000 .byte #%00000001, %00000000, %00000111, %11100000, %00000000, %10000000 .byte #%00000010, %00000000, %00001100, %00110000, %00000000, %01000000 .byte #%00000100, %00000000, %00010000, %00001000, %00000000, %00100000 ;-------------------------------------------------- Fra2 .byte #%00000100, %00000000, %00000000, %00000000, %00000000, %00100000 .byte #%00000010, %00000000, %00000000, %00000000, %00000000, %01000000 .byte #%00000001, %00000000, %00000000, %00000000, %00000000, %10000000 .byte #%00000000, %10000000, %00000000, %00000000, %00000001, %00000000 .byte #%00000000, %01000000, %00000000, %00000000, %00000010, %00110000 .byte #%00000000, %00100000, %00000000, %00000000, %00000100, %01010000 .byte #%00000000, %00010000, %00000000, %00000000, %00001000, %10010000 .byte #%00000000, %00001000, %00000000, %00000000, %00010001, %00010000 .byte #%00000000, %00001111, %11111111, %11111111, %11110010, %00010000 .byte #%00000000, %00001000, %00000000, %00000000, %00010010, %00010000 .byte #%00000000, %00001111, %11111111, %11111111, %11110010, %00010000 .byte #%00000000, %00001000, %00000000, %00000000, %00010001, %00010000 .byte #%00000000, %00010000, %00000000, %00000000, %00001000, %10010000 .byte #%00000000, %00100000, %00000001, %10000000, %00000100, %01010000 .byte #%00000000, %01000000, %00000001, %10000000, %00000010, %00110000 .byte #%00000000, %10000000, %00000011, %11000000, %00000001, %00000000 .byte #%00000001, %00000000, %00000111, %11100000, %00000000, %10000000 .byte #%00000010, %00000000, %00001100, %00110000, %00000000, %01000000 .byte #%00000100, %00000000, %00010000, %00001000, %00000000, %00100000 ;------------------------------------------------------------------------ .ALIGN 256 Fra3 .byte #%00000100, %00000000, %00000000, %00000000, %00000000, %00100000 .byte #%00000010, %00000000, %00000000, %00000000, %00000000, %01000000 .byte #%00000001, %00000000, %00000000, %00000000, %00000000, %10000000 .byte #%00000000, %10000000, %00000000, %00000000, %00000001, %00000000 .byte #%00000000, %01000000, %00000000, %00000000, %00000010, %00000000 .byte #%00000000, %00100000, %00000000, %00000000, %00000100, %00000000 .byte #%00000000, %00010000, %00000000, %00000000, %00001000, %00000000 .byte #%00000000, %00001000, %00000000, %00000000, %00010000, %00000000 .byte #%00000000, %00001111, %11111111, %11111111, %11110000, %00000000 .byte #%00000000, %00001000, %00000000, %00000000, %00010000, %00000000 .byte #%00000000, %00001111, %11111111, %11111111, %11110000, %00000000 .byte #%00000000, %00001000, %00000000, %00000000, %00010000, %00000000 .byte #%00000000, %00010000, %00000000, %00000000, %00001000, %00000000 .byte #%00000000, %00100000, %00000001, %10000000, %00000100, %00000000 .byte #%00000000, %01000000, %00000001, %10000000, %00000010, %00000000 .byte #%00000000, %10000000, %00000011, %11000000, %00000001, %00000000 .byte #%00000001, %00000000, %00000111, %11100000, %00000000, %10000000 .byte #%00000010, %00000000, %00001100, %00110000, %00000000, %01000000 .byte #%00000100, %00000000, %00010000, %00001000, %00000000, %00100000 ;-------------------------------------------------------------------------- Fra4 .byte #%00000100, %00000000, %00000000, %00000000, %00000000, %00100000 .byte #%00000010, %00000000, %00000000, %00000000, %00000000, %01000000 .byte #%00000001, %00000000, %00000000, %00000000, %00000000, %10000000 .byte #%00000000, %10000000, %00000001, %10000000, %00000001, %00000000 .byte #%00001100, %01000000, %00000010, %00100000, %00000010, %00000000 .byte #%00001010, %00100000, %00000010, %00100000, %00000100, %00000000 .byte #%00001001, %00010000, %00000001, %11000000, %00001000, %00000000 .byte #%00001000, %10001000, %00000000, %10000000, %00010000, %00000000 .byte #%00001000, %01001111, %11100000, %10000111, %11110000, %00000000 .byte #%00001000, %01001000, %00000001, %10000000, %00010000, %00000000 .byte #%00001000, %01001111, %11100000, %10000111, %11110000, %00000000 .byte #%00001000, %10001000, %00000001, %10000000, %00010000, %00000000 .byte #%00001001, %00010000, %00000000, %00000000, %00001000, %00000000 .byte #%00001010, %00100000, %00000001, %10000000, %00000100, %00000000 .byte #%00001100, %01000000, %00000001, %10000000, %00000010, %00000000 .byte #%00000000, %10000000, %00000011, %11000000, %00000001, %00000000 .byte #%00000001, %00000000, %00000111, %11100000, %00000000, %10000000 .byte #%00000010, %00000000, %00001100, %00110000, %00000000, %01000000 .byte #%00000100, %00000000, %00010000, %00001000, %00000000, %00100000 ;-------------------------------------------------------------------------- .ALIGN 256 Fra5 .byte #%00000100, %00000000, %00000000, %00000000, %00000000, %00100000 .byte #%00000010, %00000000, %00000000, %00000000, %00000000, %01000000 .byte #%00000001, %00000000, %00000000, %00000000, %00000000, %10000000 .byte #%00000000, %10000000, %00000001, %10000000, %00000001, %00000000 .byte #%00000000, %01000000, %00000010, %00100000, %00000010, %00110000 .byte #%00000000, %00100000, %00000010, %00100000, %00000100, %01010000 .byte #%00000000, %00010000, %00000001, %11000000, %00001000, %10010000 .byte #%00000000, %00001000, %00000000, %10000000, %00010001, %00010000 .byte #%00000000, %00001111, %11100000, %10000111, %11110010, %00010000 .byte #%00000000, %00001000, %00000001, %10000000, %00010010, %00010000 .byte #%00000000, %00001111, %11100000, %10000111, %11110010, %00010000 .byte #%00000000, %00001000, %00000001, %10000000, %00010001, %00010000 .byte #%00000000, %00010000, %00000000, %00000000, %00001000, %10010000 .byte #%00000000, %00100000, %00000001, %10000000, %00000100, %01010000 .byte #%00000000, %01000000, %00000001, %10000000, %00000010, %00110000 .byte #%00000000, %10000000, %00000011, %11000000, %00000001, %00000000 .byte #%00000001, %00000000, %00000111, %11100000, %00000000, %10000000 .byte #%00000010, %00000000, %00001100, %00110000, %00000000, %01000000 .byte #%00000100, %00000000, %00010000, %00001000, %00000000, %00100000 ;--------------------------------------------------------------- Fra6 .byte #%00000100, %00000000, %00000000, %00000000, %00000000, %00100000 .byte #%00000010, %00000000, %00000000, %00000000, %00000000, %01000000 .byte #%00000001, %00000000, %00000001, %10000000, %00000000, %10000000 .byte #%00000000, %10000000, %00000111, %11100000, %00000001, %00000000 .byte #%00000000, %01000000, %00001000, %00010000, %00000010, %00000000 .byte #%00000000, %00100000, %00000011, %11000000, %00000100, %00000000 .byte #%00000000, %00010000, %00001110, %01110000, %00001000, %00000000 .byte #%00000000, %00001000, %00000001, %10000000, %00010000, %00000000 .byte #%00000000, %00001111, %11100001, %10000111, %11110000, %00000000 .byte #%00000000, %00001000, %00000001, %10000000, %00010000, %00000000 .byte #%00000000, %00001111, %11100010, %01000111, %11110000, %00000000 .byte #%00000000, %00001000, %00000100, %00100000, %00010000, %00000000 .byte #%00000000, %00010000, %00011000, %00011000, %00001000, %00000000 .byte #%00000000, %00100000, %00000001, %10000000, %00000100, %00000000 .byte #%00000000, %01000000, %00000001, %10000000, %00000010, %00000000 .byte #%00000000, %10000000, %00000011, %11000000, %00000001, %00000000 .byte #%00000001, %00000000, %00000111, %11100000, %00000000, %10000000 .byte #%00000010, %00000000, %00001100, %00110000, %00000000, %01000000 .byte #%00000100, %00000000, %00010000, %00001000, %00000000, %00100000 ;---------------------------------------------------------- .ALIGN 256 Fra7 .byte #%00000111, %00000000, %00000000, %00000000, %00000000, %00000000 .byte #%00000000, %11100000, %00000000, %00000000, %00000000, %00000000 .byte #%00000000, %00011100, %00000000, %00000000, %00000000, %00000000 .byte #%00000000, %00000011, %10000000, %00000000, %00000000, %00000000 .byte #%00000111, %00000000, %01110000, %00000000, %00000000, %00000000 .byte #%00000100, %11100000, %00001110, %00000000, %00000000, %00000000 .byte #%00000100, %00011100, %00000001, %11000000, %00000000, %00000000 .byte #%00000100, %00000011, %10000000, %00111000, %00000011, %11111111 .byte #%00000100, %00000000, %01000000, %00001111, %11111100, %00000000 .byte #%00000100, %00000000, %01000000, %00001000, %00000000, %00000000 .byte #%00000100, %00000000, %01000000, %00001111, %11111100, %00000000 .byte #%00000100, %00000011, %10000000, %00111000, %00000011, %11111111 .byte #%00000100, %00011100, %00000001, %11000000, %00000000, %00000000 .byte #%00000100, %11100000, %00001110, %00000000, %00000000, %00000000 .byte #%00000111, %00000000, %01110000, %00000000, %00000000, %00000000 .byte #%00000000, %00000011, %10000000, %00000000, %00000000, %00000000 .byte #%00000000, %00011100, %00000000, %00000000, %00000000, %00000000 .byte #%00000000, %11100000, %00000000, %00000000, %00000000, %00000000 .byte #%00000111, %00000000, %00000000, %00000000, %00000000, %00000000 Fra8 .byte #%00000000, %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 #%11111111, %11111111, %11111111, %11111111, %11111111, %11111111 .byte #%00000000, %00000000, %00000000, %00000000, %00000000, %00000000 .byte #%00000000, %00000001, %11111111, %11111111, %10000000, %00000000 .byte #%00000000, %00000010, %01000100, %00100010, %01000000, %00000000 .byte #%00000000, %00000010, %10001000, %00010001, %01000000, %00000000 .byte #%00000000, %00000011, %00010001, %10001000, %11000000, %00000000 .byte #%00000000, %00000010, %00100010, %01000100, %01000000, %00000000 .byte #%00000000, %00000010, %01000100, %00100010, %01000000, %00000000 .byte #%00000000, %00000011, %11111111, %11111111, %11000000, %00000000 .byte #%00000000, %00000000, %00000000, %00000000, %00000000, %00000000 .byte #%11111111, %11111111, %11111111, %11111111, %11111111, %11111111 .byte #%00000000, %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 .ALIGN 256 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Fra9 .byte #%00000100, %00000000, %00000000, %00000000, %00000000, %00100000 .byte #%00000010, %00000000, %00000000, %00000000, %00000000, %01000000 .byte #%00000001, %00000000, %00000000, %00000000, %00000000, %10000000 .byte #%00000000, %10000000, %00000000, %00000000, %00000001, %00000000 .byte #%00001100, %01000000, %00000000, %00000000, %00000010, %00000000 .byte #%00001010, %00100000, %00000000, %00000000, %00000100, %00000000 .byte #%00001011, %00010000, %00000000, %00000000, %00001000, %00000000 .byte #%00001010, %10001000, %00000000, %00000000, %00010000, %00000000 .byte #%00001010, %01001111, %11111111, %11111111, %11110000, %00000000 .byte #%00001111, %11001000, %00000000, %00000000, %00010000, %00000000 .byte #%00001010, %01001111, %11111111, %11111111, %11110000, %00000000 .byte #%00001010, %10001000, %00000000, %00000000, %00010000, %00000000 .byte #%00001011, %00010000, %00000000, %00000000, %00001000, %00000000 .byte #%00001010, %00100000, %00000001, %10000000, %00000100, %00000000 .byte #%00001100, %01000000, %00000001, %10000000, %00000010, %00000000 .byte #%00000000, %10000000, %00000011, %11000000, %00000001, %00000000 .byte #%00000001, %00000000, %00000111, %11100000, %00000000, %10000000 .byte #%00000010, %00000000, %00001100, %00110000, %00000000, %01000000 .byte #%00000100, %00000000, %00010000, %00001000, %00000000, %00100000 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Fra10 .byte #%00000100, %00000000, %00000000, %00000000, %00000000, %00100000 .byte #%00000010, %00000000, %00000000, %00000000, %00000000, %01000000 .byte #%00000001, %00000000, %00000000, %00000000, %00000000, %10000000 .byte #%00000000, %10000000, %00000000, %00000000, %00000001, %00000000 .byte #%00000000, %01000000, %00000000, %00000000, %00000010, %00110000 .byte #%00000000, %00100000, %00000000, %00000000, %00000100, %01010000 .byte #%00000000, %00010000, %00000000, %00000000, %00001000, %10010000 .byte #%00000000, %00001000, %00000000, %00000000, %00010001, %10010000 .byte #%00000000, %00001111, %11111111, %11111111, %11110010, %10010000 .byte #%00000000, %00001000, %00000000, %00000000, %00010011, %11110000 .byte #%00000000, %00001111, %11111111, %11111111, %11110010, %10010000 .byte #%00000000, %00001000, %00000000, %00000000, %00010001, %10010000 .byte #%00000000, %00010000, %00000000, %00000000, %00001000, %10010000 .byte #%00000000, %00100000, %00000001, %10000000, %00000100, %01010000 .byte #%00000000, %01000000, %00000001, %10000000, %00000010, %00110000 .byte #%00000000, %10000000, %00000011, %11000000, %00000001, %00000000 .byte #%00000001, %00000000, %00000111, %11100000, %00000000, %10000000 .byte #%00000010, %00000000, %00001100, %00110000, %00000000, %01000000 .byte #%00000100, %00000000, %00010000, %00001000, %00000000, %00100000 ;;;;;;;;;;;;;;; .ALIGN 256 Fra11 .byte #%00000000, %00000000, %00000000, %00000000, %00000000, %11100000 .byte #%00000000, %00000000, %00000000, %00000000, %00000111, %00000000 .byte #%00000000, %00000000, %00000000, %00000000, %00111000, %00000000 .byte #%00000000, %00000000, %00000000, %00000001, %11000000, %11100000 .byte #%00000000, %00000000, %00000000, %00001110, %00000111, %00100000 .byte #%00000000, %00000000, %00000000, %01110000, %00111000, %00100000 .byte #%11111111, %00000000, %00000011, %10000001, %11000000, %00100000 .byte #%00000000, %11000000, %00011100, %00001110, %00000000, %00100000 .byte #%00000000, %00111111, %11110000, %00010000, %00000000, %00100000 .byte #%00000000, %00000000, %00010000, %00010000, %00000000, %00100000 .byte #%00000000, %00111111, %11110000, %00010000, %00000000, %00100000 .byte #%11111111, %11000000, %00011100, %00001110, %00000000, %00100000 .byte #%00000000, %00000000, %00000011, %10000001, %11000000, %00100000 .byte #%00000000, %00000000, %00000000, %01110000, %00111000, %00100000 .byte #%00000000, %00000000, %00000000, %00001110, %00000111, %00100000 .byte #%00000000, %00000000, %00000000, %00000001, %11000000, %11100000 .byte #%00000000, %00000000, %00000000, %00000000, %00111000, %00000000 .byte #%00000000, %00000000, %00000000, %00000000, %00000111, %00000000 .byte #%00000000, %00000000, %00000000, %00000000, %00000000, %11100000 Fra12 .byte #%00000100, %00000000, %00000000, %00000000, %00000000, %01100000 .byte #%00000010, %00000000, %00000000, %00000000, %00000000, %10000000 .byte #%00000001, %00000000, %00000000, %00000000, %00000000, %00000000 .byte #%00000000, %10000000, %00000001, %10000000, %00000001, %00000000 .byte #%00001100, %01000000, %00000010, %00100000, %00000010, %00000000 .byte #%00001010, %00100000, %00000010, %00100000, %00000100, %00000000 .byte #%00001011, %00010000, %00000001, %11000000, %00001000, %00000000 .byte #%00001010, %10001000, %00000000, %10000000, %00010000, %00000000 .byte #%00001010, %01001111, %11100000, %10000111, %11110000, %00000000 .byte #%00001111, %11001000, %00000001, %10000000, %00010000, %00000000 .byte #%00001010, %01001111, %11100000, %10000111, %11110000, %00000000 .byte #%00001010, %10001000, %00000001, %10000000, %00010000, %00000000 .byte #%00001011, %00010000, %00000000, %00000000, %00001000, %00000000 .byte #%00001010, %00100000, %00000001, %10000000, %00000100, %00000000 .byte #%00001100, %01000000, %00000001, %10000000, %00000010, %00000000 .byte #%00000000, %10000000, %00000011, %11000000, %00000001, %00000000 .byte #%00000001, %00000000, %00000111, %11100000, %00000000, %10000000 .byte #%00000010, %00000000, %00001100, %00110000, %00000000, %01000000 .byte #%00000100, %00000000, %00010000, %00001000, %00000000, %00100000 .ALIGN 256 Fra13 .byte #%00000100, %00000000, %00000000, %00000000, %00000000, %00100000 .byte #%00000010, %00000000, %00000000, %00000000, %00000000, %01000000 .byte #%00000001, %00000000, %00000000, %00000000, %00000000, %10000000 .byte #%00000000, %10000000, %00000001, %10000000, %00000001, %00000000 .byte #%00000000, %01000000, %00000010, %00100000, %00000010, %00110000 .byte #%00000000, %00100000, %00000010, %00100000, %00000100, %01010000 .byte #%00000000, %00010000, %00000001, %11000000, %00001000, %10010000 .byte #%00000000, %00001000, %00000000, %10000000, %00010001, %10010000 .byte #%00000000, %00001111, %11100000, %10000111, %11110010, %10010000 .byte #%00000000, %00001000, %00000001, %10000000, %00010011, %11110000 .byte #%00000000, %00001111, %11100000, %10000111, %11110010, %10010000 .byte #%00000000, %00001000, %00000001, %10000000, %00010001, %10010000 .byte #%00000000, %00010000, %00000000, %00000000, %00001000, %10010000 .byte #%00000000, %00100000, %00000001, %10000000, %00000100, %01010000 .byte #%00000000, %01000000, %00000001, %10000000, %00000010, %00110000 .byte #%00000000, %10000000, %00000011, %11000000, %00000001, %00000000 .byte #%00000001, %00000000, %00000111, %11100000, %00000000, %10000000 .byte #%00000010, %00000000, %00001100, %00110000, %00000000, %01000000 .byte #%00000100, %00000000, %00010000, %00001000, %00000000, %00100000 Fra14 .byte #%00000100, %00000000, %01000000, %00000000, %00000000, %00100000 .byte #%00000010, %00000000, %00100000, %00000000, %00000000, %01000000 .byte #%00000001, %00000000, %01010000, %00000000, %00000000, %10000000 .byte #%00000000, %10000000, %10001000, %00000110, %00000001, %00000000 .byte #%00000000, %01000000, %00011110, %00001100, %00000010, %00000000 .byte #%00000000, %00100000, %00011001, %10000000, %00000100, %00000000 .byte #%00000000, %00010000, %00010000, %01111100, %00001000, %00000000 .byte #%00000000, %00001000, %00000000, %11100100, %00010000, %00000000 .byte #%00000000, %00001111, %11000001, %11000100, %11110000, %00000000 .byte #%00000000, %00001000, %00000100, %10001000, %00010000, %00000000 .byte #%00000000, %00001111, %11000100, %10000000, %11110000, %00000000 .byte #%00000000, %00001000, %00000000, %10000000, %00010000, %00000000 .byte #%00000000, %00010000, %00000000, %00000000, %00001000, %00000000 .byte #%00000000, %00100000, %00000001, %10000000, %00000100, %00000000 .byte #%00000000, %01000000, %00000001, %10000000, %00000010, %00000000 .byte #%00000000, %10000000, %00000011, %11000000, %00000001, %00000000 .byte #%00000001, %00000000, %00000111, %11100000, %00000000, %10000000 .byte #%00000010, %00000000, %00001100, %00110000, %00000000, %01000000 .byte #%00000100, %00000000, %00010000, %00001000, %00000000, %00100000 ; .byte #%00000100, %00000000, %00000000, %00000000, %00000000, %00100000 ; .byte #%00000010, %00000000, %00000000, %00000000, %00000000, %01000000 ; .byte #%00000001, %00000000, %00000011, %11100000, %00000000, %10000000 ; .byte #%00000000, %10000000, %00000000, %11110000, %00000001, %00000000 ; .byte #%00000000, %01000000, %00000000, %00010000, %00000010, %00000000 ; .byte #%00000000, %00100000, %01000011, %11010000, %00000100, %00000000 ; .byte #%00000000, %00010000, %00111110, %01000000, %00001000, %00000000 ; .byte #%00000000, %00001000, %00000001, %10110000, %00010000, %00000000 ; .byte #%00000000, %00001111, %11100001, %10000111, %11110000, %00000000 ; .byte #%00000000, %00001000, %00000001, %10000000, %00010000, %00000000 ; .byte #%00000000, %00001111, %11100110, %01000111, %11110000, %00000000 ; .byte #%00000000, %00001000, %00000100, %00100000, %00010000, %00000000 ; .byte #%00000000, %00010000, %00000000, %00100000, %00001000, %00000000 ; .byte #%00000000, %00100000, %00000001, %10000000, %00000100, %00000000 ; .byte #%00000000, %01000000, %00000001, %10000000, %00000010, %00000000 ; .byte #%00000000, %10000000, %00000011, %11000000, %00000001, %00000000 ; .byte #%00000001, %00000000, %00000111, %11100000, %00000000, %10000000 ; .byte #%00000010, %00000000, %00001100, %00110000, %00000000, %01000000 ; .byte #%00000100, %00000000, %00010000, %00001000, %00000000, %00100000 .ALIGN 256 Fra15 .byte #%00000100, %00000000, %00000000, %00000000, %00000000, %00100000 .byte #%00000010, %00000000, %00000000, %00000000, %00000000, %01000000 .byte #%00000001, %00000000, %00000000, %00000000, %00000000, %10000000 .byte #%00000000, %10000000, %00000001, %10000000, %00000001, %00000000 .byte #%00000000, %01000000, %00000001, %10000000, %00000010, %00000000 .byte #%00000000, %00100000, %00000011, %11000000, %00000100, %00000000 .byte #%00000000, %00010000, %00000111, %11100000, %00001000, %00000000 .byte #%00000000, %00001000, %00000000, %00000000, %00010000, %00000000 .byte #%00000000, %10001111, %11111111, %11111111, %11110000, %00000000 .byte #%00000000, %11001000, %00000000, %00000000, %00010000, %00000000 .byte #%00000000, %11001111, %11111111, %11111111, %11110000, %00000000 .byte #%00000000, %10001000, %00000000, %00000000, %00010000, %00000000 .byte #%00000000, %00010000, %00000000, %00000000, %00001000, %00000000 .byte #%00000000, %00100000, %00000001, %10000000, %00000100, %00000000 .byte #%00000000, %01000000, %00000001, %10000000, %00000010, %00000000 .byte #%00000000, %10000000, %00000011, %11000000, %00000001, %00000000 .byte #%00000001, %00000000, %00000111, %11100000, %00000000, %10000000 .byte #%00000010, %00000000, %00001100, %00110000, %00000000, %01000000 .byte #%00000100, %00000000, %00010000, %00001000, %00000000, %00100000 ;;;; Cai .byte #%00000100, %00000000, %00000001, %10000000, %00000000, %00100000 .byte #%00000010, %00000000, %00000001, %10000000, %00000000, %01000000 .byte #%00000001, %00000000, %00000010, %01000000, %00000000, %10000000 .byte #%00000000, %10000000, %00000101, %10100000, %00000001, %00000000 .byte #%00000000, %01000000, %00001111, %11110000, %00000010, %00000000 .byte #%00000000, %00100000, %00000001, %10000000, %00000100, %00000000 .byte #%00000010, %00010000, %00000000, %00000000, %00001000, %00000000 .byte #%00000011, %00001000, %00000000, %00000000, %00010000, %00000000 .byte #%00000011, %10001111, %11111111, %11111111, %11110000, %00000000 .byte #%00000011, %10001000, %00000000, %00000000, %00010000, %00000000 .byte #%00000011, %10001111, %11111111, %11111111, %11110000, %00000000 .byte #%00000011, %10001000, %00000000, %00000000, %00010000, %00000000 .byte #%00000011, %00010000, %00000000, %00000000, %00001000, %00000000 .byte #%00000010, %00100000, %00000001, %10000000, %00000100, %00000000 .byte #%00000000, %01000000, %00000001, %10000000, %00000010, %00000000 .byte #%00000000, %10000000, %00000011, %11000000, %00000001, %00000000 .byte #%00000001, %00000000, %00000111, %11100000, %00000000, %10000000 .byte #%00000010, %00000000, %00001100, %00110000, %00000000, %01000000 .byte #%00000100, %00000000, %00010000, %00001000, %00000000, %00100000 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; .ALIGN 256 Cai2 ; .byte #%00000000, %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 #%00000000, %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 #%00000000, %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 #%00000000, %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 #%00000000, %00000000, %00000000, %00000000, %00000000, %00000000 ; .byte #%00000000, %00000000, %00000000, %00000000, %00000000, %00000000 ; .byte #%00000000, %00000000, %00000000, %00000000, %00000000, %00000000 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Cai3 ; .byte #%00000000, %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 #%00000000, %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 #%00000000, %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 #%00000000, %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 #%00000000, %00000000, %00000000, %00000000, %00000000, %00000000 ; .byte #%00000000, %00000000, %00000000, %00000000, %00000000, %00000000 ; .byte #%00000000, %00000000, %00000000, %00000000, %00000000, %00000000 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; .ALIGN 256 Cai4 ; .byte #%00000000, %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 #%00000000, %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 #%00000000, %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 #%00000000, %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 #%00000000, %00000000, %00000000, %00000000, %00000000, %00000000 ; .byte #%00000000, %00000000, %00000000, %00000000, %00000000, %00000000 ; .byte #%00000000, %00000000, %00000000, %00000000, %00000000, %00000000 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Cai5 .byte #%00000001, %11000000, %00000110, %11000000, %00100000, %00001000 .byte #%11100000, %00111100, %00000011, %00100000, %00010000, %00001000 .byte #%00011110, %00001011, %00000100, %00100000, %00001000, %00001000 .byte #%00000001, %11101001, %11100100, %00011000, %00110100, %00001000 .byte #%11111000, %00010001, %00011000, %00010110, %01001010, %00001000 .byte #%00000111, %11010000, %11110000, %00010001, %11001001, %00001000 .byte #%00000000, %00100000, %01100000, %00001000, %10001000, %10001000 .byte #%00000000, %00000000, %00000000, %00000111, %00000100, %01001000 .byte #%11001101, %10000110, %01100000, %00000000, %00000110, %00000000 .byte #%10101001, %00001000, %10000000, %00000000, %00000101, %10011100 .byte #%11001001, %10000100, %01000000, %00000000, %00000011, %00111110 .byte #%10001001, %11001110, %11100000, %00000000, %00000000, %11111111 .byte #%00000000, %00000000, %00000000, %00000000, %00000000, %00000000 .byte #%11001011, %10101101, %10000111, %01000000, %00010011, %00000001 .byte #%00000010, %00101001, %00000000, %00000001, %00000000, %00101000 .byte #%10010011, %00101001, %10000000, %00011000, %00111000, %00000000 .byte #%00000010, %00101001, %11000101, %01000000, %10000001, %10011001 .byte #%11100000, %00000000, %00000000, %00000000, %00000000, %00000000 .byte #%00001100, %00001100, %00111000, %00000100, %01001100, %01000000 PunteroRoomF .word Bitmag .word Fra2 .word Fra3 .word Fra4 .word Fra5 .word Fra6 .word Fra7 .word Fra8 .word Fra9; .word Fra10 .word Fra11 .word Fra12 .word Fra13 .word Fra14 .word Fra15 .word Fra15 PunteroRoomF2 .word Cai;Bitmag .word Cai2;Fra2 .word Cai3;Fra3 .word Cai4;Fra4 .word Cai5;Fra5 .word Fra6 .word Fra7 .word Fra8 .word Fra9 .word Fra10 .word Fra11 .word Fra12 .word Fra13 .word Fra14 .word Fra15 .word Fra15 PunteroRoomF3 ; .word Fra9 ; .word Fra10 ; .word Fra11 ; .word Fra12 ; .word Fra13 ; .word Fra14 Anima1 .word Fra11 .word Fra8;14 Anima2 .word Fra7 .word Fra8 Anima3 .word Fra15 .word Cai Anima4 .word Fra14 ;Fra6 .word Fra14 Resuelt ; lda preEnter ; beq salio ; lda PuntAnim ; and #%01110000 ; clc ; ror ; ror ; ror ; tay ; ;ldy #14 ; lda PunteroRoomF3,Y ; sta PunteroRoom ; iny ; lda PunteroRoomF3,Y ; sta PunteroRoom + 1 ; lda #0 ; sta preEnter ; lda PuntAnim ; clc ; adc #%00010000 ; sta PuntAnim salio jmp RetDeciD NoResuelt NotResuelt ;////////////// Set Vectors /////////////////////////////////////////// org $1FFA rORG $FFFA ; Interrupt Vectors .word Reset ; NMI .word Reset ; RESET .word Reset ; IRQ END ;END