Atari_Star_Raiders_Source_Code

Atari_Star_Raiders_Source_Code, updated 6/13/23, 7:40 PM

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About Eric Asberry

Computer geek, software developer, writer, bicycle rider and occasional runner, if something scary is chasing me.

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TITLE 'STAR RAIDERS.
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VERSION 25
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ANTICt 1
1
D40C
PENH
ANTIC+12
D40D
PENV
a
ANTIC+13
D40E
NM I EN
a
ANTIC+14
D40F
.
NMIRES
a
ANTIC+1
5
D40F
NMIST
a
ANTIC+1
D3G0
pis
a
$D300
D300
PORTA
SB
PIA+O
D301
PORTB
M'
PIA+1
D302
PACTL
S5
PIA+2
D303
PBCTL
i
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4
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OPERATING SYSTEM
0216
a
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0222
VVBLKI
a
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i IMMEDIATE VERT BLANK NMI VECTOR
0200
VDSLST
mm
$0200
i DISPLAY LIST NMI VECTOR
EOOO
ALPHA
a
$E000


B VAR I'AJi/CfVt
l ;4 R
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VI
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0202
028F
02DF
007
C
0032
0032
007
A
0656
0050
007
D
D ISP 1.1
DISPL2
DISPL3
D I STOP
VOFLOW
VS1CEN
VQBCEN
HOFLOW
HSTCEN
HOBCEN
EQUATES
DlSPLY+2
D1SPLY+1S
D 1SPLY+95
$7C
50
50
$7A
80
80
$7D
; LDISP
i LDISP
i LDISP
LDISP SUB.
0051
BCPTAB
=
81
k
t FOR LOADING PTAB
0064
SCBCD
S3
100
* FOR LOADING BCDCON
*
0028
5CVCQN
ss
40
1 FOR LOADING VCON TABLES
1D40
I CONI
53
$1D40
1BFE
IC0N2

$1BFE
003
HORCHT
SS.
$3D
i HOR EDGE OF CHART
Q03F
VERCHT
«
$3F
1 VERT EDGE OF CHART
OOOC
5TRNUM
W
12
i NUMBER OF STARS DISPLAYED
0005
OBJNUM
sr
3
l NUMBER OF OBJECTS
0020
EXPNUM
SIS
32
i NUMBER OF EXPLOSION STARS
003
1
RAMNUM
5=
OBJNUM+STRNUM+EXPNUM
t TOTAL NUMBER OF RAM LOC.
0004
OBLAST
S3
OBJNUM-1
i RAM LOC OF LAST OBJECT
0030
RMLAST
33
RAMNUM-
1
l ~Ram log of Pit star in explosion
0010
8TLAST
33
OBJNUMtSTRNUM -1
1 RAM LOC QF LAST STAR IN REAL 8TR8
0002
QBPHOT
3BS
OBJNUM-3
1 LAST photon LOCATION
0003
OBCOMP
S3
OBJNUM-2
i LAST PHOTON WHIG COULD BE COMP CONT.
1036
INSET
SS
$1B36
i 1ST BYTE OF INSET
0064
VMAX
ss
100
_
OOAO
I
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$A0
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0044
RED
a
$44
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0092
LTBLUE
55
$92

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GOAF
BRTBLU
S3
$AF
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004F
BRTRED
S5*
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COLOR
0060
DRKRED
a
$60
i COLO
0042
DIMRED
•••
$42
1 COLOR
0090
DIMBLU
3=
$90
i COLOR
0026
YELLOW
a
$26
i COLOR
0055
DIM
5=
$55
i MEMMAP CODE FOR DIM STAR
66AA
MED
SS
$AA
'
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11
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OOFF
BRT
S3
$FF
0040
IRQMSK
$40
i KEY INTERRUPT MASK
1 7E3
NOSTAR
»
$17E3
i NO STAR DUING ATRACT


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CHARACTER GRAPHICS
tf-$AOOO
AOOO
AGCO
AQ03
A006
Aooa
ACOB
AOOE
A010
A01 6
AO 18
AO IE
A020
A023
AO26
A028
A02B
A02E
A030
A033
AO36
A038
AG3B
A03E
A040
A043
AO46
A04B
A04B
A04E
AQSO
A053
AO36
AO58
A05B
A05E
A060
A063
A066
AO68
AG6C
A06E
A070
A073
AO 7 6
A07B
A07B
A07E
00 7F 47
4 7 .47 47
47 7F
00 30 10
10 IQ. 38.
38 38
00 78 08
05
78 40
40 78
00 78 08
m 7C..J5CL
OC 7C
00 60 60
OC OC
00 78 40
40 78 08.
08 78
00 78 48
40 40 7E
42 7E
00 7C 44
04 1C Jj
0
"10 10
00 30 28
28 7C 6C
60 7C

00 7C 44
44 7C OC
oc’oc
00 00 00
00 00 00
00 00
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38 38 38
00 00 38
38 38
80 80 80
80 80 80
80 FF
00 3C 20
20 78 60
60 7C
00 66 99
99 99 66
oo oo'~
00 00 00
7E 00 00
oo oo
CGRAPH
CO
CEQ
. BYTE
00. $7F, $47, *47, $47, $47, $47, $7F
. BYTE
00, $30, $10, $10, $10, $38, $38, $38
v BYTE
00, $78, $08, $08, $78, $40, $40, $78
. BYTE
00, $78, $08, $08, $7C, $0C, $0C, $7C
; BYTE
00, $60, $60, $60, $6C, $7C, $0C, $0C
. BYTE
00, $78, $40, $40, $78, $08, $08, $78
BYTE
CO, $78, $48, $40, $40, $7E, $42, $7E
. BYTE
00, $7C, $44, $04, $1C, $10, $10, $10
V BYTE
00, $38, $28, $28, $7C, $6C, $6C, $7C
. BYTE
00, $7C, $44, $44, $7C, $0C, $0C, $0C
CBl,K
BYTE
0, 0, 0, 0, 0, 0, 0, 0
. BYTE
$38, $38, $38, $00, $00, $3B, $38, $38
CGCBLK
. BYTE
$80, $80, $80, $80, $80, $80,
, frr
. BYTE
$00, $3C, $20, $20, $78, $60, $60, $7C
CINF
. BYTE
$00, $66, $99, $99, $99. $66, $00, $00
CMINUS
, BYTE
$00, $00, $00, $7E, $00, $00, $00, $00
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AOGO 00 18 18
CPI US
BYTE
TOO, $18, $18, $18, $7E, $18, $18, $18
AOG3
J 8 YE IS
A f )i:io 18
1 8
i"'088 00 18 76
CP HI
BYTE
$00, $10, $?E, $t)B, $99, $DB, $7E, $18
A08b DB 99 DB
AOGt: 7E 18
A090 66 66 66
cv
. BYTE
$66, $66, $66, $66, $66, $£C, $38, $30
A093 6,6 66 20
AO9 c, 30 30
AO98 00 7C 44
CRHO
. BYTE
0, $7C , $44, $44, $ 7C> $68, $6C, $6C
A09B 44 7C 68
A09E 6C 6C
AOAO 00 1C 3E
CTHETA
. BYTE
*00, *1C, *3E, *63, $5D, $63, $3E, $1C
AOA 3 63 5D 63
AOA6 3E 1C
AOA6 00 46 46
CK
. BYTE
$00, $46, $46, $44, $7C, $64, $66, $66
AOAB 44 7C 64
• 7
,
.

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:
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AGAE 66 66
37:;:7'V:r
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•••
AOBQ FE 92 10
CT
.BYTE
$FE, $92, $10, $18, $18, $18, $ 18, $18
AOB3 18 18 18
AOS 6 18 18
AOBE FC 8C 8C
CC
. BYTE
$FC, $8C, $QC, $80, $80, $80, $84, $FC
AOBB 80 BO 80
3*7.
'
3'
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.’7-
.
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AODE 84 FC
AOCO 00 00 00
CHUNE
, BYTE
0, 0, 0, 0, 0, 0. 0, *FF
A0C3 00 00 00
A0C6 00 FF
A0C8 80 80 80
C9L.INE
. BYTE
$80, $80, $80, $80, $80, $80, $80,
AOCB 80 80 80
7'f:
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AODO 00 00 00
CDOT
.BYTE
0, Q,0,0, 0, 0, 0, $80
A0D3 00 00 00
A 01)6 00 80
AGDQ 80 AA 9C
CSBASE
. BYTE
$80, $AA, $9C, $BE, $9C, $AA, $80,
AODB BE 9C aa
3
t
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17; 77
V* 7
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AOEO 80 98 BO
CZY2
. BYTE
*80, *98, $80, $B6, $80, $8C, $80,
A0E3 06 80 8C
A0E6 GO FF
AOEQ 80 QE 80
CZY1
. BYTE
$80, $8E, $80, $B8, $80, $9C, $80,
AOEB B8 BO 9C
11
• 77
*
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9 -
AOEE 80 FF
AOFO 80 BO 98
CZY3
BYTE
$80, $B0, *98, *BE> *98, *B0, *80.
AOF3 BE 98 BO
A0F6 80 FF
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AOf8 00 00 6C
aofb 6F 6E 67
AOffc. 00 72 61
A 1 6
1
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A 104 00 73 63
A 107 61 6E
.
A 1 09
A 109 00 00 00
A IOC 00 .00, 00
A10F 61 66 74
At 12 00 76 69
A 1 15 65 77 00
Alia 00 00
A 1 1A
A1 1
A
00 00
Al 1C 00 67 61
A 1 IF 6C 61 63
A 122 74 69 63
A 125 00 63 68
Al 28 61
.
72 74
A12B 00
A12C 00 00
SESCAN
BACKUP
GALCHT
. BYTE
0, 0* *6C, *6F *6E, *67, 0, *72, *61, *6E, *67, *65, 0, *73, *63, *61, *6E
BYTE
0, 0, 0, 0, 0, 0, *61, *66, *74, 0, *76, *69, *65, *77, 0, 0, 0
.
*»*V f m
; BYTE 0,
0
, BYTE
0, *67, *61, *6C, *61, *63, *74, *69* *63, 0, *63, *68, *61, *72, *74, 0
TT-~
V-
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; BYTE
0, 0
.
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A12E 60 46
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A 130 1A Al
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* A 1 34 35 OD
. WORD
CHTDIS
A 136 07 07 07
. BYTE
7, 7, 7, 7, 7, 7, 7, 7, *80, *46
A 1 39 07 07 07
A 13C 07 07 S3


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A 1 42 46
. BYTE
$46
A 143 71 09
. WORD
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A 1 45 06 06 41
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6, 6, *41
A 148 80 02
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A14A A9 00
A14C 0D OF D2
A14F 05 66
A151 85 62
A 153 85 63
A155 A9 03
A 157 8D OF D2
A15A
A15A AO 2F
A15C
A 1 50 A9 FF
A15E
A15E 84 65
A 160 85 64'
INI T
INIT3
l DA
5TA
STA
STA
STA
LDA
STA
LDY
TWIT SECTION
#$GG
SKCTL
TIMOUT
MISDIF
RESET
#$03
SKCTL
i RESET TIMEOUT
i M I SS I QND IFF ICULTY
i ONE SHOT CONSOL
i TURN POKEY ON
yy
* GAME SELECT* RESTART POINT a***************************
#SENATA-SENTAB
INIT4
LDA
* ATTRACT MODE RESTART POINT a*************************
#$FF
i GAME OVER
l
INIT1
§iv
i GAME START RESTART POINT a*##**###*#*********#**#
REPMSG

' ^
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A 162 A9 00
A 164 AA
A165
A165 9D 00 DO
A i 68 9D 66 D4
A16B EO OF
INIT2
STA
ATRACT
CLEAR I/O
LDA
#$00m
STA
CTIA* X
STA
CPX
ANTIC* X
#$0F
DONT RESET POKEY
A16D BO 03
BCS
INIT5
m’lH'y
Al6F 9D 00 D2
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A172
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STA
PIA* X
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A 175
A 176
A 178
9b
67 00
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INX
$9D
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(ABSOLUTE)
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A 1 713 CA
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A 1 7C 9A
TXS
i LOAD STACK PNTR
A17D DB
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A17E A9 02
1
LDA
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•RAMMAP/256
A 1 80 20 OF AE
i
JSR
CLRMP1
i CLEAR ALL RAM
LD VECTOR RAM
A 183 A9 51
LDA
# IRQVEC
A 185 8D 16 02
STA
VIMIRG
A 188 A9 A7
LDA
#IRGUEC/256
A18A 8D 17 02
STA
VIMIRG+1
A18D A9 D1
LDA
#VBNMI
A18F 8D 22 02
STA
WBLKI
A 1 92 A9 18
LDA
#DISNMI
A 194 8D 00 02
STA
VDSLST
A 197 A9 A6
LDA
#VBNMI/256
A199 8D 23 02
STA
WBLKI
A19C A9 A7
LDA
#DISNMI/256
A19E 8D 01 02
i
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STA
VDSLST+1
ht
r-yi,—*"*-?--’

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A t A 1 A ? 04
Al A3 8D 02 C>3
AiBO 20 BA
13
LDA
STA
A1A6 A9 11
L
A1A8 QD IB bo
S
,
i
A1 AB A9 03
L
A 1 AD 8D ID DO
S
CONFIGURE P I
A
#*04
pAC ri.
CONFIGURE CTIA
J$y
PRIOR
jfoa^
iL
GRACTL
U3 .IABS—-
i TURN ON JOYS! ICK
;
•••••
A 1 8 3 A2 OA
A1D0 20 40 BO
A1B8 AO 64
A1BA 29 80
A1BC A8
A1BD A2_0F
A1BF A9 OB
A1C 1 20 FI AD
A 1C 4 A920
~
A1C6 85 71
^
LDX
JSR
LDA
AND
TAY
iftL
LDA
JSR
Ida
"
sta
#$0A
KEYS 15
ATRACT
#$80
#$08
LDISP
t
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* 'ri^fr»
i
#$20
WARP
i KEY F, FRONT DISPLAY
j INIT FRONT VIEW
# SHIP ALIVE OR DEAD
1 WARP 9 SPiPP
CONFIGURE ANTIC
A1C8 A9 80
A1CA 8D 02 D4
A1CD A9 02
A 1 CF 8D 03 D4
A1D2 A9 3E
A1D4 BD 00 D4
AID? A9 00
A1D9 BD 07 D4
LDA
STA
LDA
STA
LDA
STA
’HM.l «»<
LDA
STA
#DIBPLY
DLISTL
#DISPLY/256
_
DLISTH
#$3E
DMACTL
i
#PQRAPH~*0300/256
PtlSASI
2 MlSSl-i 1ASE
A1DC _A9 10
AIDE 85 79
A1E0 A6 82
A1E2 BC OC BF
A1E5 20 23 B2
INIT NUMBER QF STARS
LDA
#STLAST
STA
NSTARS
"Tbx
'
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MIBDIF
LDY
hSENTB. X
JSR
LDMESS
SAME TYPE MESSAGE
i
s
t
I
A1E8 Ay 40
*
LDA
I
All A BD OH D2
SI A
A 1 r D *jQ
_
CL I
A 1 EH A9 CO
'
LDA
AH-'O BO OE 04
STA
__
1
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MAIN PROGRAM
L
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i
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VLi-V;-:l (it i
I aR j A1 '.
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A 1 F 3
A IF"3 A5 67
A 1 F 5 F,Q .FC.
A1F7 A9 00
A1F9 85 67
MAIN
START
MAIN FLOW CHART
WAIT FOR VBLANK
CLEAR AND LOAD STARS/OBJECTS
MOVE ROUT I NFS
.......
PLAYER INTERFACE SECTION
SERVICE SECTION
till DETECT
SERVICE CONTI NOUS RUNNING ROUTINES
JUMP TO START
GAME ON ONLY
GAME ON ONLY
game on only
LDA
fi££L
LDA
STA
PROGST
mm
#$00
PROGST
~i-.MhUJEM VBLANK NM i._
i RESET VBLANK STATUS REGISTER
«»
UPDATE MEMORY MAP RAM AND PLAYERS RAM
AIT B A 5 7 A
i
i
LDA
CLRSTR
CLEAR STAR ROUTINE
CNSTAR
i THIS FLAGS SAYS OLDPS NOT DEFINED
-
-
i.w
i

IF=00
A1FD FO 20

BEG
CLRSR2
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x.
LDX
#QBLAST
) LAST LOCATION OF OBJECT IN RAM
A201
CLRSRl
A201 EB
I NX
A202 DC 5B OC
LDY
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