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biggoil.asm
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biggoil.asm
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;-------------------------------------------------------------------------------
;
.module A_MAIN
.org $4009
.exportmode NO$GMB
.export
.include charmap.asm
versn .byte $00
e_ppc .word $0000
d_file .word dfile
df_cc .word dfile+1
vars .word var
dest .word $0000
e_line .word var+1
ch_add .word last-1
x_ptr .word $0000
stkbot .word last
stkend .word last
breg .byte $00
mem .word membot
unuseb .byte $00
df_sz .byte $02
s_top .word $0000
last_k .word $ffff
db_st .byte $ff
margin .byte 55
nxtlin .word line10
oldpc .word $0000
flagx .byte $00
strlen .word $0000
t_addr .word $0c8d; $0c6b
seed .word $0000
frames .word $ffff
coords .byte $00
.byte $00
pr_cc .byte 188
s_posn .byte 33
s_psn1 .byte 24
cdflag .byte 64
PRTBUF=$
prbend=$+32
membot=$+33
.module TSC
_titletextlist:
.word _tt3,_tt1,_tt2,_tt1
_tt1:
.asc " press <reel> "
_tt2:
.asc " r : redefine "
_tt3:
.asc "i : instructions"
.endmodule
.fill 9,0
.include gamedefs.asm
;-------------------------------------------------------------------------------
line1:
.byte 0,1
.word line01end-$-2
.byte $ea
call seedrnd
ld ix,IRQ._GENERATE_DISPLAY
ld b,100 ; give time for crappy LCD tvs to re-sync
call waitframes
-: call titlescn
call game
call gameoverscn
jr {-}
;-------------------------------------------------------------------------------
.include game.asm
.include player.asm
.include enemies.asm
.include score.asm
.include bonuses.asm
.include input.asm
.include random.asm
.include sfx.asm
.include stcplay.asm
.include irq.asm
.include ayfxplay.asm
.include leveldata.asm
.include whimsy.asm
.include titlescrn.asm
.include gameoverscrn.asm
.include instructionscrn.asm
.include decrunch.asm
.include redefinekeys.asm
.include general.asm
.include data.asm
;-------------------------------------------------------------------------------
.byte $76
line01end:
line10:
.byte 0,2
.word line10end-$-2
.byte $F9,$D4,$C5,$0B ; RAND USR VAL "
.byte $1D,$22,$21,$1D,$20 ; 16514
.byte $0B ; "
.byte 076H ; N/L
line10end:
var:
.byte 080H
last:
.end