About Eric Asberry
Computer geek, software developer, writer, bicycle rider and occasional runner, if something scary is chasing me.
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ANTIC+5
D407
PMBASE
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D409
CHBASE
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WSYNC
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PENH
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D40D
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5
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D300
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PIA+O
D301
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0200
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mm
$0200
i DISPLAY LIST NMI VECTOR
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a
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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
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t FOR LOADING PTAB
0064
SCBCD
S3
100
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*
0028
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ss
40
1 FOR LOADING VCON TABLES
1D40
I CONI
53
$1D40
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IC0N2
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SS.
$3D
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Q03F
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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=
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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
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i LAST PHOTON WHIG COULD BE COMP CONT.
1036
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$1B36
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0064
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0090
DIMBLU
3=
$90
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YELLOW
a
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66AA
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AOOO
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ACOB
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A01 6
AO 18
AO IE
A020
A023
AO26
A028
A02B
A02E
A030
A033
AO36
A038
AG3B
A03E
A040
A043
AO46
A04B
A04B
A04E
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A053
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AO58
A05B
A05E
A060
A063
A066
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A06E
A070
A073
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A07B
A07B
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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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TOO, $18, $18, $18, $7E, $18, $18, $18
AOG3
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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
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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
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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
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CDOT
.BYTE
0, Q,0,0, 0, 0, 0, $80
A0D3 00 00 00
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AGDQ 80 AA 9C
CSBASE
. BYTE
$80, $AA, $9C, $BE, $9C, $AA, $80,
AODB BE 9C aa
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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
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AOEE 80 FF
AOFO 80 BO 98
CZY3
BYTE
$80, $B0, *98, *BE> *98, *B0, *80.
AOF3 BE 98 BO
A0F6 80 FF
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A 109 00 00 00
A IOC 00 .00, 00
A10F 61 66 74
At 12 00 76 69
A 1 15 65 77 00
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A 1 IF 6C 61 63
A 122 74 69 63
A 125 00 63 68
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A12B 00
A12C 00 00
SESCAN
BACKUP
GALCHT
. BYTE
0, 0* *6C, *6F *6E, *67, 0, *72, *61, *6E, *67, *65, 0, *73, *63, *61, *6E
BYTE
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, BYTE
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INI T
INIT3
l DA
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STA
STA
STA
LDA
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LDY
TWIT SECTION
#$GG
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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
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LD VECTOR RAM
A 183 A9 51
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A 185 8D 16 02
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VIMIRG
A 188 A9 A7
LDA
#IRGUEC/256
A18A 8D 17 02
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VIMIRG+1
A18D A9 D1
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A18F 8D 22 02
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WBLKI
A 1 92 A9 18
LDA
#DISNMI
A 194 8D 00 02
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VDSLST
A 197 A9 A6
LDA
#VBNMI/256
A199 8D 23 02
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PRIOR
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i TURN ON JOYS! ICK
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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
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WARP
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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
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LDA
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LDA
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DLISTL
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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
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LDY
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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
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0202
028F
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007
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0032
0032
007
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0656
0050
007
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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
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S3
100
* FOR LOADING BCDCON
*
0028
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ss
40
1 FOR LOADING VCON TABLES
1D40
I CONI
53
$1D40
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IC0N2
—
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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
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SS
$1B36
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0064
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100
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•••
$42
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0090
DIMBLU
3=
$90
i COLOR
0026
YELLOW
a
$26
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0055
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$55
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66AA
MED
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$40
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A006
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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
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A07B
A07B
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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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AOG3
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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, $66
AOAB 44 7C 64
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$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
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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,
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0, Q,0,0, 0, 0, 0, $80
A0D3 00 00 00
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AGDQ 80 AA 9C
CSBASE
. BYTE
$80, $AA, $9C, $BE, $9C, $AA, $80,
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. 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
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AOEE 80 FF
AOFO 80 BO 98
CZY3
BYTE
$80, $B0, *98, *BE> *98, *B0, *80.
AOF3 BE 98 BO
A0F6 80 FF
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A10F 61 66 74
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A 122 74 69 63
A 125 00 63 68
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SESCAN
BACKUP
GALCHT
. BYTE
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, BYTE
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INI T
INIT3
l DA
5TA
STA
STA
STA
LDA
STA
LDY
TWIT SECTION
#$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
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STA
ATRACT
CLEAR I/O
LDA
#$00m
STA
CTIA* X
STA
CPX
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#$0F
DONT RESET POKEY
A16D BO 03
BCS
INIT5
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A 1 80 20 OF AE
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CLRMP1
i CLEAR ALL RAM
LD VECTOR RAM
A 183 A9 51
LDA
# IRQVEC
A 185 8D 16 02
STA
VIMIRG
A 188 A9 A7
LDA
#IRGUEC/256
A18A 8D 17 02
STA
VIMIRG+1
A18D A9 D1
LDA
#VBNMI
A18F 8D 22 02
STA
WBLKI
A 1 92 A9 18
LDA
#DISNMI
A 194 8D 00 02
STA
VDSLST
A 197 A9 A6
LDA
#VBNMI/256
A199 8D 23 02
STA
WBLKI
A19C A9 A7
LDA
#DISNMI/256
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CONFIGURE P I
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CONFIGURE CTIA
J$y
PRIOR
jfoa^
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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
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A1C6 85 71
^
LDX
JSR
LDA
AND
TAY
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JSR
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#$0A
KEYS 15
ATRACT
#$80
#$08
LDISP
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#$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
_
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#$3E
DMACTL
i
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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
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LDA
I
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SI A
A 1 r D *jQ
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A 1 EH A9 CO
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AH-'O BO OE 04
STA
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MAIN PROGRAM
L
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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
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LDA
CLRSTR
CLEAR STAR ROUTINE
CNSTAR
i THIS FLAGS SAYS OLDPS NOT DEFINED
-
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A1FD FO 20
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CLRSR2
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A201
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A201 EB
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LDY
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X
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LDA
VCONL,
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A208 85 68
.
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