*STRIKE FORCE - COPYRIGHT 1984 BY JEFFREY STANTON *PART I SCROLLING GAME ORG $4000 *** TF "D:SCROLL.OBJ" *ZERO PAGE EQUATES SHPL EQU $F0 SHPH EQU $F1 SHPML EQU $F2 SHPMH EQU $F3 SHPM0L EQU $F4 SHPM0H EQU $F5 GROUNL EQU $F6 GROUNH EQU $F7 VALUEL EQU $F8 VALUEH EQU $F9 BLOCKL EQU $FA BLOCKH EQU $FB PMADR EQU $FC CHSET EQU $FC CHADR EQU $FE E1L EQU $F8 E1H EQU $F9 E2L EQU $FA E2H EQU $FB MBZL EQU $F6 MBZH EQU $F7 *LOCATION EQUATES SCREEN EQU $7000 ;ADR. OF MAP INFO EQU $6900 NDLIST EQU $9400 ;ADR OF NEW DISPLAY LIST CHRSET EQU $9000 ;ADR OF CHARACTER SET *PLAYER MISSILE EQUATES PMBASE EQU $D407 PDATA EQU $8800 GRACTL EQU $D01D DMACTL EQU $22F SIZEM EQU $D00C SIZEP0 EQU $D008 PCOLR0 EQU $2C0 PCOLR1 EQU $2C1 PCOLR2 EQU $2C2 PCOLR3 EQU $2C3 HPOSP0 EQU $D000 HPOSP1 EQU $D001 HPOSP2 EQU $D002 HPOSP3 EQU $D003 HPOSM0 EQU $D004 HPOSM1 EQU $D005 HPOSM2 EQU $D006 HPOSM3 EQU $D007 *COLLISIONS M0PF EQU $D000 P0PF EQU $D004 P1PF EQU $D005 P2PF EQU $D006 P3PF EQU $D007 M0PL EQU $D008 M1PL EQU $D009 M2PL EQU $D00A P0PL EQU $D00C HITCLR EQU $D01E *MISC EQUATES SETVBK EQU $E45C XITVBK EQU $E462 STICK EQU $278 STRIG0 EQU $284 CONSOL EQU $D01F CHBASE EQU $D409 HSCROL EQU $D404 WSYNC EQU $D40A RANDOM EQU $D20A COLOR0 EQU $2C4 COLORI EQU $2C5 COLOR4 EQU $2C8 AUDF1 EQU $D200 ;USE FOR LASER AUDC1 EQU $D201 AUDF2 EQU $D202 ;USE FOR EXPLOSIONS ALIENS & TARGETS AUDC2 EQU $D203 AUDF3 EQU $D204 ;USE FOR SHIP ENGINE AUDC3 EQU $D205 AUDF4 EQU $D206 ;USE FOR SHIP EXPLOSION AUDC4 EQU $D207 AUDCTL EQU $D208 SKCTL EQU $D20F *SCREEN ENCODED DATA VALUE DB $00,$00 ;ROW 0 DB $00,$00 ;ROW 1 DB $00,$00 ;ROW 2 DB $00,$00 ;ROW 3 DB $00,$00 ;ROW 4 DB $00,$00 ;ROW 5 DB $00,$00 ;ROW 6 DB $00,$00 ;ROW 7 DB $00,$00 ;ROW 8 DB $00,$00 ;ROW 9 DB $00,$00 ;ROW 10 DB $00,$00 ;ROW 11 DB $00,$00 ;ROW 12 DB $00,$03,$04,$01,$07,$08,$00 ;ROW 13 DB $00,$04,$01,$09,$00 ;ROW 14 DB $00,$03,$02,$01,$0A,$00,$04,$01 ;ROW 15 DB $09,$00 DB $00,$04,$07,$08,$00,$03,$02,$0A ;ROW 16 DB $00,$03,$02,$01,$0B,$00,$04,$01 DB $09,$00,$04,$0A,$05,$0A,$00 DB $00,$04,$01,$09,$00,$05,$01,$0B ;ROW 17 DB $00,$04,$01,$0A,$00,$04,$09,$00 DB $05,$01,$09,$00,$03,$02,$0A,$00 DB $04,$01,$0B,$06,$0B,$00 DB $00,$05,$01,$09,$00,$06,$01,$07 ;ROW 18 DB $08,$00,$04,$01,$0B,$00,$03,$02 DB $01,$09,$00,$06,$01,$0A,$00,$05 DB $01,$0B,$04,$01,$0A,$00 DB $00,$06,$01,$09,$00,$04,$01,$09 ;ROW 19 DB $00,$01,$07,$08,$00,$03,$02,$01 DB $09,$00,$04,$01,$0B,$00,$06,$01 DB $0B,$00 DB $00,$03,$02,$09,$00,$03,$02,$0A ;ROW 20 DB $00,$04,$01,$07,$08,$00,$03,$02 DB $01,$09,$00,$03,$02,$07,$08,$00 DB $0C,$01,$09,$00,$04,$01,$0A,$00 DB $03,$02,$01,$0A,$00,$05,$01,$07 DB $08,$00,$03,$02,$09,$00 DB $00,$04,$01,$09,$00,$04,$01,$0B ;ROW 21 DB $00,$05,$01,$09,$00,$04,$01,$00 DB $0C,$01,$09,$00,$04,$01,$0B,$00 DB $05,$01,$0B,$00,$06,$01,$0A,$00 DB $04,$09,$04,$09,$00,$04,$01,$09 DB $00,$03,$02,$01,$07,$08,$00,$04 ;ROW 22 DB $01,$07,$08,$00,$04,$01,$00,$04 DB $01,$09,$00,$04,$01,$07,$08,$00 DB $06,$01,$0B,$04,$01,$09,$00,$03 DB $02,$01 DB $01,$01 ;ROW 23 DS $E9 BLOCKS DB $FF,$01 ;ROW 0 DB $FF,$01 ;ROW 1 DB $FF,$01 ;ROW 2 DB $FF,$01 ;ROW 3 DB $FF,$01 ;ROW 4 DB $FF,$01 ;ROW 5 DB $FF,$01 ;ROW 6 DB $FF,$01 ;ROW 7 DB $FF,$01 ;ROW 8 DB $FF,$01 ;ROW 9 DB $FF,$01 ;ROW 10 DB $FF,$01 ;ROW 11 DB $FF,$01 ;ROW 12 DB $B7,$01,$01,$05,$01,$01,$40 ;ROW 13 DB $B6,$01,$09,$01,$3F ;ROW 14 DB $77,$01,$01,$07,$01,$34,$01,$0B ;ROW 15 DB $01,$3E DB $30,$01,$01,$01,$0F,$01,$01,$01 ;ROW 16 DB $2E,$01,$01,$0B,$01,$33,$01,$0D DB $01,$19,$01,$01,$01,$01,$20 DB $2F,$01,$03,$01,$0D,$01,$02,$01 ;ROW 17 DB $2D,$01,$0E,$01,$0E,$01,$01,$21 DB $01,$0F,$01,$13,$01,$01,$01,$01 DB $01,$01,$01,$01,$01,$20 DB $2E,$01,$05,$01,$0C,$01,$03,$01 ;ROW 18 DB $01,$29,$01,$10,$01,$0C,$01,$01 DB $02,$01,$20,$01,$10,$01,$11,$01 DB $02,$01,$01,$05,$01,$1F DB $2E,$01,$06,$01,$0A,$01,$06,$01 ;ROW 19 DB $28,$12,$01,$01,$08,$01,$01,$05 DB $01,$17,$01,$18,$01,$11,$01,$09 DB $01,$1F DB $10,$01,$01,$01,$0C,$01,$01,$01 ;ROW 20 DB $0B,$01,$08,$01,$01,$04,$01,$01 DB $0A,$01,$1B,$01,$01,$01,$01,$08 DB $01,$23,$01,$15,$01,$1A,$01,$08 DB $01,$01,$02,$01,$02,$01,$0B,$01 DB $01,$19,$01,$01,$01,$01 DB $0F,$01,$03,$01,$0A,$01,$02,$01 ;ROW 21 DB $0A,$01,$1C,$01,$19,$01,$04,$0B DB $01,$21,$01,$0C,$01,$22,$01,$07 DB $01,$04,$01,$02,$01,$0D,$01,$01 DB $01,$01,$01,$01,$12,$01,$03,$01 DB $0D,$01,$01,$05,$01,$01,$07,$01 ;ROW 22 DB $3A,$01,$01,$08,$01,$05,$0B,$01 DB $28,$01,$04,$01,$24,$01,$01,$05 DB $01,$15,$01,$01,$04,$01,$0F,$01 DB $01,$05 DB $FF,$01 ;ROW 23 DS $E9 *CHARACTER SET 512 BYTES LONG SETCHAR DB $00,$00,$00,$00,$00,$00,$00,$00 DB $FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF DB $03,$0F,$3F,$FF,$FF,$FF,$FF,$FF DB $00,$00,$00,$00,$03,$0F,$3F,$FF DB $01,$03,$07,$0F,$1F,$3F,$7F,$FF DB $01,$01,$03,$03,$07,$07,$0F,$0F ;#5 DB $1F,$1F,$3F,$3F,$7F,$7F,$FF,$FF DB $C0,$F0,$FC,$FF,$FF,$FF,$FF,$FF DB $00,$00,$00,$00,$C0,$F0,$FC,$FF DB $80,$C0,$E0,$F0,$F8,$FC,$FE,$FF DB $80,$80,$C0,$C0,$E0,$E0,$F0,$F0 ;#10 DB $F8,$F8,$FC,$FC,$FE,$FE,$FF,$FF DB $FF,$7F,$3F,$1F,$0F,$07,$03,$01 DS $98 DB $80,$C1,$67,$3F,$1F,$1F,$3F,$3F ;#32 DB $00,$C0,$F0,$F8,$F8,$FC,$FC,$FE DB $80,$40,$20,$10,$08,$04,$02,$01 DB $3C,$3C,$3C,$3C,$7E,$7E,$FF,$C3 DB $18,$18,$18,$18,$18,$18,$3C,$3C DB $00,$3E,$60,$60,$6E,$66,$3E,$00 ;G DB $00,$18,$3C,$66,$66,$7E,$66,$00 ;A DB $00,$63,$77,$7F,$6B,$63,$63,$00 ;M DB $00,$7E,$60,$7C,$60,$60,$7E,$00 ;E DB $00,$3C,$66,$66,$66,$66,$3C,$00 ;0 DB $00,$66,$66,$66,$66,$3C,$18,$00 ;V DB $00,$7C,$66,$66,$7C,$6C,$66,$00 ;R DS $A0 *PLAYER#1 PROGRAMABLE BLOCK ENEMY1 DB $D0,$50,$30 ;X,Y,DELAY DB $28,$00,$FF,$00,$00,$00 ;SHAPE#0 DB $50,$00,$FF,$01,$00,$00 DB $70,$00,$FF,$00,$01,$07 DB $FF,$00,$FF,$00,$00,$00 DB $00,$00,$00,$00,$00,$00 DB $00,$00,$00,$00,$00,$00 DB $00,$00,$00,$00,$00,$00 DB $00,$00,$00,$00,$00,$00 DB $D0,$75,$40 ;SHAPE#1 DB $30,$00,$FF,$FF,$00,$00 DB $55,$00,$00,$01,$00,$00 DB $65,$00,$FF,$FF,$00,$00 DB $75,$00,$FF,$FF,$01,$06 DB $80,$00,$FF,$01,$01,$05 DB $98,$00,$FF,$FF,$00,$00 DB $FF,$00,$00,$FF,$01,$03 DB $00,$00,$00,$00,$00,$00 DB $50,$32,$25 ;SHAPE#2 DB $15,$00,$01,$01,$00,$00 DB $30,$00,$01,$01,$01,$05 DB $40,$00,$01,$00,$01,$06 DB $53,$00,$01,$00,$00,$00 DB $70,$00,$01,$FF,$00,$00 DB $80,$00,$FF,$00,$00,$00 DB $A8,$00,$FF,$01,$01,$05 DB $FF,$01,$FF,$00,$01,$03 DB $D0,$70,$35 ;SHAPE#3 DB $20,$00,$FF,$FF,$00,$00 DB $40,$00,$FF,$01,$00,$00 DB $60,$00,$FF,$FF,$01,$06 DB $80,$00,$FF,$FF,$01,$06 DB $98,$00,$FF,$01,$01,$07 DB $FF,$00,$FF,$FF,$01,$01 DB $00,$00,$00,$00,$00,$00 DB $00,$00,$00,$00,$00,$00 DB $D0,$65,$15 ;SHAPE#4 DB $25,$00,$FF,$00,$00,$00 DB $40,$00,$FF,$01,$00,$00 DB $60,$00,$FF,$FF,$01,$06 DB $80,$00,$00,$FF,$01,$06 DB $A0,$00,$FF,$01,$01,$05 DB $FF,$00,$FF,$00,$01,$01 DB $00,$00,$00,$00,$00,$00 DB $00,$00,$00,$00,$00,$00,$00 ENEMY2 DB $D0,$40,$50 ;X,Y,DELAY DB $38,$00,$FF,$01,$00,$00 ;SHAPE#0 DB $50,$00,$FE,$FF,$01,$06 DB $68,$00,$FF,$FF,$00,$00 DB $78,$00,$FF,$01,$00,$00 DB $90,$00,$FF,$00,$01,$03 DB $FF,$00,$FF,$00,$00,$00 DB $00,$00,$00,$00,$00,$00 DB $00,$00,$00,$00,$00,$00 DB $D0,$35,$20 ;SHAPE#1 DB $18,$00,$FF,$01,$00,$00 DB $30,$00,$FF,$FF,$00,$00 DB $40,$00,$FF,$00,$00,$00 DB $60,$00,$FF,$01,$01,$06 DB $70,$00,$01,$00,$01,$07 DB $80,$00,$FF,$FF,$01,$07 DB $FF,$00,$FF,$01,$01,$03 DB $00,$00,$00,$00,$00,$00 DB $D0,$80,$20 ;SHAPE#2 DB $30,$00,$FF,$00,$00,$00 DB $50,$00,$FF,$FF,$00,$00 DB $60,$00,$FF,$FF,$01,$07 DB $78,$00,$FF,$01,$01,$05 DB $FF,$00,$FF,$FF,$01,$03 DB $00,$00,$00,$00,$00,$00 DB $00,$00,$00,$00,$00,$00 DB $00,$00,$00,$00,$00,$00 DB $D0,$55,$20 ;SHAPE#3 DB $15,$00,$FF,$01,$00,$00 DB $35,$00,$FE,$00,$00,$00 DB $45,$00,$01,$FF,$00,$00 DB $55,$00,$00,$FF,$01,$06 DB $70,$00,$FF,$00,$00,$00 DB $95,$00,$FF,$00,$01,$05 DB $FF,$00,$FF,$00,$01,$03 DB $00,$00,$00,$00,$00,$00 DB $D0,$65,$20 ;SHAPE#4 DB $20,$00,$FF,$00,$00,$00 DB $38,$00,$FF,$FF,$00,$00 DB $50,$00,$FF,$01,$01,$06 DB $68,$00,$FF,$00,$01,$05 DB $78,$00,$FF,$FF,$01,$03 DB $FF,$00,$FF,$01,$00,$00 DB $00,$00,$00,$00,$00,$00 DB $00,$00,$00,$00,$00,$00,$00 DLIST DB $70,$70,$70,$46,$00,$69,$86,$56 DB $00,$72,$56,$00,$73,$56,$00,$74 DB $56,$00,$75,$56,$00,$76,$56,$00 DB $77,$56,$00,$78,$56,$00,$79,$56 DB $00,$7A,$56,$00,$7B,$56,$00,$7C DB $56,$00,$7D,$56,$00,$7E,$56,$00 DB $7F,$56,$00,$80,$56,$00,$81,$56 DB $00,$82,$56,$00,$83,$56,$00,$84 DB $56,$00,$85,$56,$00,$86,$56,$00 DB $87,$41,$00,$94 SHIP DB $80,$80,$C0,$FC,$F6,$7F,$7E,$00 ALIEN DB $3C,$3C,$3C,$7E,$DB,$DB,$DB,$DB DB $81,$42,$3C,$3C,$3C,$3C,$42,$81 DB $3C,$3C,$18,$18,$99,$FF,$C3,$81 DB $91,$7E,$46,$C2,$43,$62,$7E,$89 DB $00,$00,$3C,$7E,$FF,$7E,$3C,$00 ALIENPT DB $54,$5C,$64,$6C,$74 E1PT DB $00,$33,$66,$99,$CC E2PT DB $00,$33,$66,$99,$CC MSHAPE DB $03,$00,$0C,$0C,$30,$30,$C0,$C0 ;4 MISSILES EACH TWO HIGH MISL0 DB $8B,$8D,$8F,$91 BOMBSH DB $F8,$3E,$F8,$00,$00,$00,$00,$00 VMX DB $00,$01,$01,$01,$00,$FF,$FF,$FF VMY DB $FF,$FF,$00,$01,$01,$01,$00,$FF MBPOSL DB $2B,$4A,$69,$84,$97,$A9,$D3 MBPOSH DB $84,$84,$85,$82,$84,$83,$84 *TITLE AT STRIKE FORCE TITLE DB 0,0,0,0,$33,$34,$32,$29,$2B,$25,0,$26,$2F,$32,$23,$25,0,0,0,0 * AT 'SHIPS 0 SCORE 00000' DB $33,$28,$29,$30,$33,0,$10,0 DB 0,$33,$23,$2F,$32,$25,0,$10,$10,$10,$10,$10 TITLE1 DB $20,$42,$59,$20,$4A,$45,$46,$46,$52,$45 DB $59,$20,$53,$54,$41,$4E,$54,$4F,$4E,$20 DS 7 GOVER DB $65,$66,$67,$68,$00,$69,$6A,$68,$6B ;GAME OVER *VARIABLES XPM0 DS 1 ;ACTUAL X POS ON SCREEN YPM0 DS 1 ;ACTUAL Y POS ON SCREEN XPL DS 1 ;SHIP POS IN WORLD 0-1060 XPH DS 1 XS DS 1 ;BACKGROUND AT LEFT EDGE FS DB 0 ;FINE SCROLL REG YMISO0 DS 1 ;OLD Y VALUE FOR MISSILE #0 YMISO1 DS 1 YMISO2 DS 1 INDEX1 DS 1 ;USED FOR TEMP STORAGE INDEX2 DS 1 COUNT DB 0 ;COUNTER DURING DATA UNPACK TEMP DS 1 ;TEMP STORAGE BACK DB 0 ;STICK BACK FLAG SPEED DS 1 ;SHIP SPEED FLAG - FAST OR SLOW BOMBON DS 1 ;FLAG SET WHEN BOMB DROPPING VBFLAG DW 0 ;FLAG ON UPON ENTERING VBLANK XSP DS 1 ;BACKGROUND AT SHIP ONSCR1 DB 0 ;ALIEN SHIP ON SCREEN FLAG ONSCR2 DB 0 TDLAY1 DB 40 ;CURRENT DELAY BEFORE ALIEN APPEARS TDLAY2 DS 1 NDLAY1 DS 1 ;DELAY FOR NEXT ALIEN TO APPEAR NDLAY2 DS 1 TIMR1L DS 1 ;ALIEN SHIP #1 TIMER TIMR1H DS 1 TIMR2L DS 1 ;ALIEN SHIP #2 TIMER TIMR2H DS 1 TIME1L DS 1 ;WHEN TO READ NEXT ALIEN#1 INSTRUCTION TIME2L DS 1 TIME1H DS 1 TIME2H DS 1 TMIS0 DS 1 TMIS1 DS 1 ;ALIEN #1 MISSILE TIMER TMIS2 DS 1 VX0 DS 1 VX1 DS 1 ;VELOCITY ALIEN #1 VX2 DS 1 VX3 DS 1 ;VELOCITY BOMB VY0 DS 1 VY1 DS 1 ;VELOCITY ALIEN #1 VY2 DS 1 VY3 DS 1 ;VELOCITY BOMB VTEMP DS 1 ACCEL DS 1 ;BOMB ACCELERATION X0 DS 1 X1 DS 1 ;ALIEN #1 POSITION X2 DS 1 X3 DS 1 ;HORIZ POSITION BOMB Y0 DS 1 Y1 DS 1 ;ALIEN #1 POSITION Y2 DS 1 Y3 DS 1 ;VERT POSITION BOMB X0M DS 1 ;HORIZ MISSILE #0 POSITION X1M DS 1 X2M DS 1 Y0M DS 1 ;VERT MISSILE #0 POSITION Y1M DS 1 Y2M DS 1 SHOOT0 DS 1 SHOOT1 DS 1 ;FLAG FOR ALIEN #1 TO SHOOT SHOOT2 DS 1 TEMPL DS 4 ;TEMP STORAGE DURING PLOTTING TEMPH DS 4 DIR0 DS 1 DIR1 DS 1 ;DIRECTION TO SHOOT ALIEN #1 DIR2 DS 1 MDIR0 DS 1 MDIR1 DS 1 ;TEMP STORAGE DURING MISSILE TRACK MDIR2 DS 1 MASK DS 1 ;MISSILE #0 MASK MASK0 DB $FC ;MISSILE #0 14ASK MASK1 DB $F3 MASK2 DB $CF LASON DS 4 ;LASER ON FLAG LPOSL DS 4 ;ACTUAL SCREEN POSITION OF LASER -LO LPOSH DS 4 LDELAY DS 4 ;DELAY UNTIL LASER BASE REFIRES LCOUNT DS 4 ;DELAY BETWEEN MOVEMENT OF LASER BEAM GALIVE DS 4 ;LASER BASE ON FLAG YG DS 4 ;LASER BASE Y POSITION XG DS 4 ;LASER BASE X POSITION SR10 DS 1 ;SCORE 10'S DIGIT SR100 DS 1 SR1000 DS 1 SR10T DS 1 HSR10 DS 1 ;HIGH SCORE 10'S DIGIT HSR100 DS 1 HSR1K DS 1 HSR10T DS 1 DELAY DS 1 ;DELAY FLAG ON WHEN SHIP EXPLODES SHIPNUM DS 1 ;NUMBER OF SHIPS BTARGET DS 1 ;PLAYFIELD POSITION OF BOMB STRIKE DS 1 ;COUNTER FOR TARGET HIT MBCOUNT DS 1 ;# MISSILE BASES HIT LUCK DS 1 ;RANDOM # 0-4 RDSHP1 DS 1 ;RANDOM SHAPE # ALIEN #1 RDSHP2 DS 1 POS DS 1 ;HORIZ BOMB POSITION T DS 1 ;FLAG FOR WHICH PART OF TITLE IS ON SCREEN OVER DS 1 ;OFFSET TO WHERE GAME OVER TITLE IS WRITTEN DELAY1 DB $04 SLTIM DS 1 ;COUNTDOWN TIMER FOR LASER SOUND SLTIM1 DS 1 SETIME DS 1 ;COUNTDOWN TIMER FOR EXPLOSION SEXTIME DS 1 ;COUNTDOWN TIMER FOR SHIP EXPLOSION REZFLAG DS 1 ;DEREZ ON FLAG EXCOUNT DS 1 ;COUNTER DURING DEREZ MEDIUM DS 1 ;PLAY MEDIUM DIFFICULTY FLAG HARD DS 1 ;PLAY HARD DIFFICULTY DEREZ DS 8 ;DUMMY AREA FOR SHUP DURING DEREZ *** IN "D:SCROLL1B" *PART 2 OF SCROLLING GAME *ZERO HIGH SCORE & SCORE LDA #$10 ;SCORES ARE OFFSET BY #$10 TO MATCH CHARACTER SET STA SR10 STA SR100 STA SR1000 STA SR10T STA HSR10 STA HSR100 STA HSR1K STA HSR10T *SET SYSTEM RESET VECTOR LDA #208 BGE BA6 LDA Y1 CMP #$30 ;Y<48 BL BA6 CMP #$E1 ;Y>224 BGE BA6 JSR PLTST1 JMP EE BA6 LDA #$00 STA ONSCR1 LDA NDLAY1 STA TDLAY1 LDA #$E0 ;REMOVE ALIEN FROM SCREEN STA HPOSP1 EE NOP ATTAK2 LDA TDLAY2 ;STILL IN DELAY? BEQ BB05 DEC TDLAY2 LDA #$00 STA TIMR2L LDA TMIS2 BEQ BB08 LDX #$02 JSR MISSILE BB08 JMP EE2 BB05 LDA ONSCR2 ;ALIEN #1 ON SCREEN? BEQ BB07 JMP BB1 BB07 JSR CHANCE LDX LUCK ;PLAYER #2,SHAPE#LUCK PATTERN LDA E2PT,X ;SETUP TO READ DATA STA E2L LDA #208 BGE BC6 LDA Y2 CMP #$30 ;Y<48 BL BC6 CMP #$E1 ;Y>224 BGE BC6 JSR PLTST2 JMP EE2 BC6 LDA #$00 STA ONSCR2 LDA NDLAY2 STA TDLAY2 LDA #$E0 ;REMOVE ALIEN FROM SCREEN STA HPOSP2 EE2 JSR SOUND PAST JMP XITVBK *** IN "D:SCROLLIC" *PART 3 OF SCROLLING GAME *DISPLAY LIST INTERUPT ROUTINE DLI PHA LDA #$90 ;HI BYTE OF CUSTOM SET STA WSYNC STA CHBASE PLA RTI *PUT SHAPE IN P/M AREA PLOT LDY #$00 ;COUNTER STA (SHPML),Y ;PUT IN P/M AREA LDA #$00 ;NEED 0 TO ERASE EACH TIME BD1 STA (SHPM0L),Y ;ERASE OLD SHAPE FIRST INY CPY #$08 BL BD1 LDY #$00 BD2 LDA (SHPL),Y ;GET BYTE FROM PROPER SHAPE TABLE STA (SHPML),Y ;PUT IN P/M AREA INY CPY #$08 BL BD2 LDA SHPML ;TRANSFER NEW P/M POS TO OLD POS STA TEMPL,X LDA SHPMH STA TEMPH,X RTS PLTST LDA YPM0 ;CORRECTED YPOS STA SHPML LDA #