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Item: 1037 by rtrevino at cpocd5.intel.com
Author: [Roy Trevino]
  Subj: syzygy v0.1 - source code
  Date: Mon Nov 05 1990 09:06 

Several people have requested the source to syzygy, so here it is.
Actually it's the listing file.  It would have been posted sooner,
but I wanted to add *some* comments at least, etc.  Hopefully whoever
sent mail to me will see it.  Anyways, I guess we can all expect to
see tons more chip-48 programs posted now, as there is so much interest
in source code!   :-)  They are actually quite easy to write.

Roy

PS - has anyone used the shift instructions in chip48?   The documentation
does not correlate with the "opcodes".    How do they really work?

======================================================================

--> PASS 1
****** 0 error(s) detected in pass 1 ******
--> PASS 2
     ;
     ;   SYZYGY is (c) copyright 1990 by Roy Trevino (RTT)
     ;
     ;   Noncommercial distribution allowed, provided that this
     ;   copyright message is preserved, and any modified versions
     ;   are clearly marked as such.
     ;
     ;   SYZYGY, via CHIP-48, makes use of undocumented low-level features
     ;   of the HP48SX calculator, and may or may not cause loss of data,
     ;   excessive battery drainage, and/or damage to the calculator
     ;   hardware.  The Author takes no responsibility whatsoever for
     ;   any damage caused by the use of this program.
     ;
     ;   THIS SOFTWARE IS PROVIDED "AS IS" AND WITHOUT ANY EXPRESS OR
     ;   IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
     ;   WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
     ;   PURPOSE.
     ;
    
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
     ;
     ;  Register usage (primary usage, may be others):
     ;
     ; v0 - scratch
     ; v1 - x position of head
     ; v2 - y position of head
     ; v3 - current direction of head
     ; v4 - pointer to segment table entry for head
     ; v5 - previous direction of head
     ; v6 - x position of tail
     ; v7 - y position of tail
     ; v8 - direction of tail
     ; v9 - pointer to segment table entry for tail
     ; va - count of points being added to length
     ; vb - x position of target
     ; vc - y position of target
     ; vd - flags if target is on or off
     ; ve - random on time for target
     ; vf - carry/borrow/collision detect
     ;
==== 0003  up:       equ     #3            ; (9) key for up
==== 0006  down:     equ     #6            ; (6) key for down
==== 0007  left:     equ     #7            ; (1) key for left
==== 0008  right:    equ     #8            ; (2) key for right

     ;
     ;  Start of a circular table to track each segment of the syzygy,
     ;  which consists of a direction and a length.
     ;
     ;  The start of the table is at #800 instead of a label at the bottom
     ;  of the program (ie.  base:  end) because it seems to run faster
     ;  that way.
     ;
==== 0800  base:     equ     #800          ; base of segment table

0200      copyright:                  ; copyright notice
0200 1212        jp        _start
0202 8d8d        dw        #8d8d           ; ->
0204 20a9        dw        #20a9           ; (c)
0206 3139        dw        #3139           ; 19
0208 3930        dw        #3930           ; 90
020a 2052        dw        #2052           ;    R
020c 5454        dw        #5454           ; TT
020e 208e        dw        #208e           ; <-
0210 8e00        dw        #8e00
0212      start:
0212 24b6        call    _drawbord
0214 24da        call    _drawtitle
0216      waitkp1:
0216 600f        ld        v0,#f           ; wait for (+) (keep border)
0218 e0a1        sknp    v0
021a 1224        jp        _starty
021c 600e        ld        v0,#e           ; wait for (-) (borderless)
021e e0a1        sknp    v0
0220 1228        jp        _startn
0222 1216        jp        _waitkp1
0224      starty:
0224 24da        call    _drawtitle        ; erase title (keep border)
0226 122c        jp        _initgame
0228      startn:
0228 00e0        cls             ; erase everything (borderless)
022a 122c        jp        _initgame
     ;
     ;  initialization routines
     ;
022c      initgame:
     ;
     ;  initial head position near middle of screen
     ;
022c c11f        rnd     v1,#1f       ; x-pos = rnd(16,47)
022e 7110        add     v1,#10
0230 c20f        rnd     v2,#f        ; y-pos = rnd(8,23)
0232 7208        add     v2,#8
0234 c303        rnd     v3,#3        ; direction = rnd(0,3)
0236 8530        ld        v5,v3           ; last head direction
     ;
     ;  compute initial tail position
     ;
0238 8610        ld        v6,v1           ; start out same as head
023a 8720        ld        v7,v2
023c 8830        ld        v8,v3           ; tail direction

023e 4800        sne     v8,#0        ; up
0240 7701        add     v7,#1
0242 4801        sne     v8,#1        ; down
0244 77ff        add     v7,#ff
0246 4802        sne     v8,#2        ; left
0248 7601        add     v6,#1
024a 4803        sne     v8,#3        ; right
024c 76ff        add     v6,#ff
     ;
     ;  draw initial syzygy, save initial segment to table
     ;
024e a54c        ld        i,_dot
0250 d121        drw     v1,v2,#1          ; draw head
0252 d671        drw     v6,v7,#1          ; draw tail

0254 64f0        ld        v4,#f0          ; init ptr to head vector
0256 69f1        ld        v9,#f1          ; init ptr to tail vector

0258 a800        ld        i,_base         ; save direction
025a f41e        add     i,v4
025c 8030        ld        v0,v3
025e f055        ld        [i],v0
0260 7401        add     v4,#1        ; increment head ptr
0262 a800        ld        i,_base         ; save segment count
0264 f41e        add     i,v4
0266 6001        ld        v0,#1
0268 f055        ld        [i],v0

     ;
     ;  compute coordinates and value of first target
     ; plus set up flag and time until target
     ;
026a 2522        call    _rndtarg


026c 6a00        ld        va,#0           ; additional length

     ;
     ; initial addition to syzygy for test purposes
     ;
026e 7a00        add     va,#0
     ;
     ;  main loop begins here
     ;
0270      loop:

0270      chktarg:
0270 f007        ld        v0,dt           ; check if a target is due
0272 3000        se        v0,#0
0274 129c        jp        _endtarg
0276 3d00        se        vd,#0
0278 1294        jp        _targoff

027a 6000        ld        v0,#0           ; draw target
027c f029        ld        f,v0
027e dbc5        drw     vb,vc,#5

0280 3f01        se        vf,#1           ; if on body, erase immediately
0282 128c        jp        _targon
0284 dbc5        drw     vb,vc,#5
0286 2522        call    _rndtarg          ; set up new target
0288 f015        ld        dt,v0           ; no delay though
028a 129c        jp        _endtarg        ; process at least one move

028c      targon:
028c fe15        ld        dt,ve           ; set up on-time
028e 6d01        ld        vd,#1           ; set flag to denote on
0290 6e00        ld        ve,#0           ; number of points unless hit
0292 129c        jp        _endtarg

0294      targoff:
0294 80e0        ld        v0,ve           ; erase old target
0296 f029        ld        f,v0
0298 dbc5        drw     vb,vc,#5

029a 2522        call    _rndtarg          ; set up new target
029c      endtarg:


029c      chkkeys:
029c 6003        ld        v0,_up          ; check for user input
029e e0a1        sknp    v0
02a0 6300        ld        v3,#0           ; new direction

02a2 6006        ld        v0,_down
02a4 e0a1        sknp    v0
02a6 6301        ld        v3,#1

02a8 6007        ld        v0,_left
02aa e0a1        sknp    v0
02ac 6302        ld        v3,#2

02ae 6008        ld        v0,_right
02b0 e0a1        sknp    v0
02b2 6303        ld        v3,#3
     ;
     ;  compute next head position
     ;
02b4 4300        sne     v3,#0        ; up
02b6 72ff        add     v2,#ff
02b8 4301        sne     v3,#1        ; down
02ba 7201        add     v2,#1
02bc 4302        sne     v3,#2        ; left
02be 71ff        add     v1,#ff
02c0 4303        sne     v3,#3        ; right
02c2 7101        add     v1,#1
     ;
     ;  draw next head position
     ;
02c4 a54c        ld        i,_dot
02c6 d121        drw     v1,v2,#1
     ;
     ;  check for collision
     ;
02c8      chkcoll:
02c8 3f01        se        vf,#1
02ca 1324        jp        _chkhead
     ;
     ;  if collision is due to target, add points (else die)
     ; this also means no doubling back on self
     ;
02cc 3d01        se        vd,#1           ; check if target is even on
02ce 1388        jp        _endgame

02d0 603f        ld        v0,#3f          ; mask off extra x and y bits
02d2 8102        and     v1,v0
02d4 601f        ld        v0,#1f
02d6 8202        and     v2,v0

02d8 80b0        ld        v0,vb           ; check if < target on left
02da 8017        subn    v0,v1
02dc 3f01        se        vf,#1
02de 1388        jp        _endgame

02e0 80b0        ld        v0,vb           ; check if > target on right
02e2 7003        add     v0,#3
02e4 8015        sub     v0,v1
02e6 3f01        se        vf,#1
02e8 1388        jp        _endgame

02ea 80c0        ld        v0,vc           ; check if < target on top
02ec 8027        subn    v0,v2
02ee 3f01        se        vf,#1
02f0 1388        jp        _endgame

02f2 80c0        ld        v0,vc           ; check if > target on bottom
02f4 7004        add     v0,#4
02f6 8025        sub     v0,v2
02f8 3f01        se        vf,#1
02fa 1388        jp        _endgame
     ;
     ;  if made it this far, add points, erase target, etc
     ;
02fc 6004        ld        v0,#4           ; beep (actually, a "bip")
02fe f018        ld        st,v0

0300 ce07        rnd     ve,#7        ; award rnd(2,9) points
0302 7e02        add     ve,#2        ;
0304 8ae4        add     va,ve        ; add points

0306 a54c        ld        i,_dot          ; temporarily erase head
0308 d121        drw     v1,v2,#1
030a 6000        ld        v0,#0           ; erase target
030c f029        ld        f,v0
030e dbc5        drw     vb,vc,#5
0310 80e0        ld        v0,ve           ; draw points instead
0312 f029        ld        f,v0
0314 dbc5        drw     vb,vc,#5

0316 6030        ld        v0,#30          ; delay for a while
0318 f015        ld        dt,v0
031a      targwait:
031a f007        ld        v0,dt
031c 3000        se        v0,#0
031e 131a        jp        _targwait

0320 a54c        ld        i,_dot
0322 d121        drw     v1,v2,#1          ; redraw head
     ;
     ;  if direction changed, create a new segment record
     ;
0324      chkhead:
0324 9350        sne     v3,v5
0326 133e        jp        _conthead

0328 7401        add     v4,#1        ; new segment record
032a a800        ld        i,_base
032c f41e        add     i,v4
032e 8030        ld        v0,v3           ; save direction
0330 f055        ld        [i],v0
0332 7401        add     v4,#1        ; point to counter
0334 a800        ld        i,_base         ; initialize segment count to
0
0336 f41e        add     i,v4
0338 6000        ld        v0,#0
033a f055        ld        [i],v0

033c 8530        ld        v5,v3           ; reset previous direction

033e      conthead:
033e a800        ld        i,_base         ; simply add to current record
0340 f41e        add     i,v4
0342 f065        ld        v0,[i]
0344 7001        add     v0,#1        ; increment head count
0346 f055        ld        [i],v0
     ;
     ;  don't erase tail if adding points to length
     ;
0348      chkpts:
0348 4a00        sne     va,#0
034a 1358        jp        _contpts        ; if pts = 0, continue normally

034c 600c        ld        v0,#c           ; delay just a little to compensate
034e      delhead:
034e 70ff        add     v0,#ff
0350 3000        se        v0,#0
0352 134e        jp        _delhead

0354 7aff        add     va,#ff       ; decrement and loop
0356 1270        jp        _loop

0358      contpts:
     ;
     ;  erase last tail position
     ;
0358 a54c        ld        i,_dot
035a d671        drw     v6,v7,#1

     ;
     ;  compute next tail position
     ;
035c 4800        sne     v8,#0        ; up
035e 77ff        add     v7,#ff
0360 4801        sne     v8,#1        ; down
0362 7701        add     v7,#1
0364 4802        sne     v8,#2        ; left
0366 76ff        add     v6,#ff
0368 4803        sne     v8,#3        ; right
036a 7601        add     v6,#1

036c      chktail:
036c a800        ld        i,_base         ; get tail segment record
036e f91e        add     i,v9
0370 f065        ld        v0,[i]
0372 70ff        add     v0,#ff       ; decrement tail count
0374 f055        ld        [i],v0          ; save
0376 3000        se        v0,#0           ; if zero, get new record
0378 1270        jp        _loop

037a 7901        add     v9,#1        ; new segment record
037c a800        ld        i,_base         ; get new direction
037e f91e        add     i,v9
0380 f065        ld        v0,[i]
0382 8800        ld        v8,v0
0384 7901        add     v9,#1        ; point to new count
     ;
     ;  end of main loop
     ;
0386 1270        jp        _loop
     ;
     ;  endgame routines
     ;
0388      endgame:
0388 600d        ld        v0,#d           ; beep
038a f018        ld        st,v0

038c 600b        ld        v0,#b           ; wait for (space) keypress
038e e09e  endkp:    skp     v0
0390 138e        jp        _endkp
     ;
     ;  finish up tail to count points: digits are in vd:vc:vb format
     ;  note that it is theoretically possible to get 64*32=2048 points,
     ;  while three digits will only hold 999.  Unlikely but possible.
     ;
0392 6b01        ld        vb,#1           ; one's digit
0394 6c00        ld        vc,#0           ; ten's digit
0396 6d00        ld        vd,#0           ; hundred's digit

0398      endtail:
     ;
     ;  increment score
     ;
0398 7b01        add     vb,#1
039a 3b0a        se        vb,#a
039c 13aa        jp        _endtailcont
039e 6b00        ld        vb,#0
03a0 7c01        add     vc,#1
03a2 3c0a        se        vc,#a
03a4 13aa        jp        _endtailcont
03a6 6c00        ld        vc,#0
03a8 7d01        add     vd,#1
     ;
     ;  compute next tail position to add up score
     ;
03aa      endtailcont:
03aa a54c        ld        i,_dot          ; erase last tail position
03ac d671        drw     v6,v7,#1

03ae 4800        sne     v8,#0        ; up
03b0 77ff        add     v7,#ff
03b2 4801        sne     v8,#1        ; down
03b4 7701        add     v7,#1
03b6 4802        sne     v8,#2        ; left
03b8 76ff        add     v6,#ff
03ba 4803        sne     v8,#3        ; right
03bc 7601        add     v6,#1

03be a800        ld        i,_base         ; get tail segment record
03c0 f91e        add     i,v9
03c2 f065        ld        v0,[i]
03c4 70ff        add     v0,#ff       ; decrement tail count
03c6 f055        ld        [i],v0          ; save
03c8 3000        se        v0,#0           ; if zero, get new record
03ca 1398        jp        _endtail

03cc 9940        sne     v9,v4        ; done when pointers are equal
03ce 13de        jp        _drawscore

03d0 7901        add     v9,#1        ; new segment record
03d2 a800        ld        i,_base         ; get new direction
03d4 f91e        add     i,v9
03d6 f065        ld        v0,[i]
03d8 8800        ld        v8,v0
03da 7901        add     v9,#1        ; point to new count
03dc 1398        jp        _endtail
     ;
     ;  draw score
     ;
03de      drawscore:
03de 00e0        cls
03e0 6611        ld        v6,#11          ; draw border
03e2 6709        ld        v7,#9
03e4 682f        ld        v8,#2f
03e6 6917        ld        v9,#17
03e8 a552        ld        i,_vbar
03ea d67e        drw     v6,v7,#e
03ec d87e        drw     v8,v7,#e
03ee 77ff        add     v7,#ff
03f0 a54e        ld        i,_hbar
03f2 d671        drw     v6,v7,#1
03f4 d691        drw     v6,v9,#1
03f6 7608        add     v6,#8
03f8 d671        drw     v6,v7,#1
03fa d691        drw     v6,v9,#1
03fc 7608        add     v6,#8
03fe d671        drw     v6,v7,#1
0400 d691        drw     v6,v9,#1
0402 7608        add     v6,#8
0404 a550        ld        i,_hbar2
0406 d671        drw     v6,v7,#1
0408 d691        drw     v6,v9,#1

040a a59e        ld        i,_sc           ; show score (not high score yet)
040c 6613        ld        v6,#13
040e 6711        ld        v7,#11
0410 249a        call    _showscore
     ;
     ;  figure out if it's the high score, save it if it is
     ;
0412      checkhigh:
0412 a5ae        ld        i,_high         ; recover old high score into v3v2v1
0414 f365        ld        v3,[i]

0416 93d0        sne     v3,vd        ; if =, check next digit
0418 1424        jp        _conthigh1
041a 8030        ld        v0,v3           ; if borrow, it's a new high score!
041c 80d5        sub     v0,vd
041e 3f01        se        vf,#1
0420 143a        jp        _savehigh
0422 1444        jp        _drawhigh
0424      conthigh1:
0424 92c0        sne     v2,vc        ; etc. as above for other digits
0426 1432        jp        _conthigh2
0428 8020        ld        v0,v2
042a 80c5        sub     v0,vc
042c 3f01        se        vf,#1
042e 143a        jp        _savehigh
0430 1444        jp        _drawhigh
0432      conthigh2:
0432 8010        ld        v0,v1
0434 80b5        sub     v0,vb
0436 3f00        se        vf,#0
0438 1444        jp        _drawhigh

043a      savehigh:
043a a5ae        ld        i,_high
043c 83d0        ld        v3,vd           ; save new high score
043e 82c0        ld        v2,vc
0440 81b0        ld        v1,vb
0442 f355        ld        [i],v3
     ;
     ;  draw the high score
     ;
0444      drawhigh:
0444 a5ae        ld        i,_high
0446 f365        ld        v3,[i]
0448 6613        ld        v6,#13
044a 77f9        add     v7,#f9
044c 8d30        ld        vd,v3
044e 8c20        ld        vc,v2
0450 8b10        ld        vb,v1
0452 a5a4        ld        i,_hi
0454 249a        call    _showscore
     ;
     ;  random memory wasting stuff goes here
     ;
0456      waitkp2:

0456 c13f        rnd     v1,#3f       ; get random position
0458 c21f        rnd     v2,#1f

045a 600d        ld        v0,#d           ; check left
045c 8015        sub     v0,v1
045e 3f00        se        vf,#0
0460 147c        jp        _drawrand

0462 6030        ld        v0,#30          ; check right
0464 8017        subn    v0,v1
0466 3f00        se        vf,#0
0468 147c        jp        _drawrand

046a 6003        ld        v0,#3           ; check top
046c 8025        sub     v0,v2
046e 3f00        se        vf,#0
0470 147c        jp        _drawrand

0472 6018        ld        v0,#18          ; check bottom
0474 8027        subn    v0,v2
0476 3f00        se        vf,#0
0478 147c        jp        _drawrand
047a 1482        jp        _chkkp2

047c      drawrand:
047c c30f        rnd     v3,#0f       ; draw random number
047e f329        ld        f,v3
0480 d125        drw     v1,v2,#5

0482      chkkp2:
0482 600f        ld        v0,#f           ; check for keypress
0484 e0a1        sknp    v0
0486 1490        jp        _conty
0488 600e        ld        v0,#e
048a e0a1        sknp    v0
048c 1496        jp        _contn
048e 1456        jp        _waitkp2

0490 00e0  conty:    cls
0492 24b6        call    _drawbord
0494 122c        jp        _initgame
0496 00e0  contn:    cls
0498 122c        jp        _initgame
     ;
     ;  function showscore:
     ; digits in vd:vc:vb, descriptor in i, initial coords in v6,v7
     ;
049a      showscore:
049a d675        drw     v6,v7,#5
049c a5aa        ld        i,_col
049e 7602        add     v6,#2
04a0 d674        drw     v6,v7,#4
04a2 fd29        ld        f,vd
04a4 760a        add     v6,#a
04a6 d675        drw     v6,v7,#5
04a8 fc29        ld        f,vc
04aa 7605        add     v6,#5
04ac d675        drw     v6,v7,#5
04ae fb29        ld        f,vb
04b0 7605        add     v6,#5
04b2 d675        drw     v6,v7,#5

04b4 00ee        ret
     ;
     ;  function drawbord:
     ; draw border, try to do it fast
     ;
04b6      drawbord:
04b6      horiz:
04b6 a54e        ld        i,_hbar
04b8 6100        ld        v1,#0           ; left
04ba 6200        ld        v2,#0           ; right
04bc 661f        ld        v6,#1f          ; lower
04be      horiz1:
04be d121        drw     v1,v2,#1          ; draw x,0
04c0 d161        drw     v1,v6,#1          ; draw x,31
04c2 7108        add     v1,#8
04c4 3140        se        v1,#40          ; same as 0
04c6 14be        jp        _horiz1

04c8      vert:
04c8 a552        ld        i,_vbar
04ca 6201        ld        v2,#1
04cc 653f        ld        v5,#3f
04ce d12f        drw     v1,v2,#f
04d0 d52f        drw     v5,v2,#f
04d2 720f        add     v2,#f
04d4 d12f        drw     v1,v2,#f
04d6 d52f        drw     v5,v2,#f

04d8 00ee        ret
     ;
     ;  function drawtitle:  draws game title
     ;
04da      drawtitle:
04da 610c        ld        v1,#c
04dc 6207        ld        v2,#7
04de a562        ld        i,_s
04e0 d12a        drw     v1,v2,#a
04e2 a56c        ld        i,_y
04e4 7106        add     v1,#6
04e6 d12a        drw     v1,v2,#a
04e8 a576        ld        i,_z
04ea 7106        add     v1,#6
04ec d12a        drw     v1,v2,#a
04ee a56c        ld        i,_y
04f0 7106        add     v1,#6
04f2 d12a        drw     v1,v2,#a
04f4 a580        ld        i,_g
04f6 7106        add     v1,#6
04f8 d12a        drw     v1,v2,#a
04fa a56c        ld        i,_y
04fc 7106        add     v1,#6
04fe d12a        drw     v1,v2,#a

0500 610e        ld        v1,#e
0502 6218        ld        v2,#18
0504 a58a        ld        i,_v
0506 d123        drw     v1,v2,#3
0508 a58e        ld        i,_vers
050a 7108        add     v1,#8
050c 72ff        add     v2,#ff
050e d124        drw     v1,v2,#4
0510 7109        add     v1,#9
0512 72fe        add     v2,#fe
0514 a592        ld        i,_r
0516 d126        drw     v1,v2,#6
0518 7106        add     v1,#6
051a 7201        add     v2,#1
051c a598        ld        i,_tt
051e d125        drw     v1,v2,#5

0520 00ee        ret
     ;
     ;  function rndtarg:
     ; returns coords as (vb,vc)
     ; 0 in vd
     ; time until target in dt
     ; on-time value ve
     ;
0522      rndtarg:
     ;
     ; x-pos = rnd(1,59)
     ;
0522 6dc5        ld        vd,#c5          ; -#3b (-59d)
0524 cb3f  rndx:     rnd     vb,#3f        ; rnd (0,63)
0526 8eb0        ld        ve,vb
0528 8ed4        add     ve,vd        ; check if > 58
052a 4f01        sne     vf,#1
052c 1524        jp        _rndx           ; try again if too big

052e 7b01        add     vb,#1
     ;
     ; y-pos = rnd(1,26)
     ;

0530 6de6        ld        vd,#e6          ; -#1a (-26d)
0532 cc1f  rndy:     rnd     vc,#1f
0534 8ec0        ld        ve,vc
0536 8ed4        add     ve,vd
0538 4f01        sne     vf,#1
053a 1532        jp        _rndy

053c 7c01        add     vc,#1

053e      rndf:
053e 6d00        ld        vd,#0           ; flag marking new target

0540      rndd:
0540 ce3f        rnd     ve,#3f       ; random off delay (64 - 127)
0542 7e40        add     ve,#40
0544 fe15        ld        dt,ve
0546 ce3f        rnd     ve,#3f       ; random on delay (64 - 127)
0548 7e40        add     ve,#40
054a 00ee        ret

054c 8000  dot:       dw        #8000           ; dot for syzygy
054e ff00  hbar:     dw         #ff00           ; horizontal border segment
0550 fe00  hbar2:    dw         #fe00
0552 8080  vbar:     dw         #8080           ; vertical border segment
0554 8080        dw        #8080
0556 8080        dw        #8080
0558 8080        dw        #8080
055a 8080        dw        #8080
055c 8080        dw        #8080
055e 8080        dw        #8080
0560 8080        dw        #8080
     ;
     ;  True memory wasting stuff goes here (but why not?)
     ;
0562 1f10  s:         dw        #1f10           ; s character
0564 1010        dw        #1010
0566 1f01        dw        #1f01
0568 0101        dw        #0101
056a 011f        dw        #011f
056c 1111  y:         dw        #1111           ; y character
056e 1111        dw        #1111
0570 1f04        dw        #1f04
0572 0404        dw        #0404
0574 0404        dw        #0404
0576 1f01  z:         dw        #1f01           ; z character
0578 0202        dw        #0202
057a 0404        dw        #0404
057c 0808        dw        #0808
057e 101f        dw        #101f
0580 1f11  g:         dw        #1f11           ; g character
0582 1010        dw        #1010
0584 1013        dw        #1013
0586 1111        dw        #1111
0588 111f        dw        #111f
058a 0505  v:         dw        #0505           ; v character for version
058c 0200        dw        #0200
058e 7151  vers:     dw         #7151           ; version number characters
0590 5175        dw        #5175
0592 0c12  r:         dw        #0c12           ; R character for signature
0594 1e14        dw        #1e14
0596 1209        dw        #1209
0598 143e  tt:        dw        #143e           ; tt characters for signature
059a 1515        dw        #1515
059c 2a00        dw        #2a00
059e 7744  sc:        dw        #7744           ; sc characters for score
05a0 2414        dw        #2414
05a2 7700        dw        #7700
05a4 5752  hi:        dw        #5752           ; hi character for high score
05a6 7252        dw        #7252
05a8 5700        dw        #5700
05aa 0001  col:       dw        #0001           ; : character for scores
05ac 0001        dw        #0001
05ae 0000  high:     dw         #0000           ; high score storage
05b0 0000        dw        #0000
05b2             end             ; end at last
****** 0 error(s) detected in pass 2 ******

--> LABEL XRF

   label      value
------------ -------
up           3h
down         6h
left         7h
right        8h
base          800h
copyright      200h
start         212h
waitkp1            216h
starty        224h
startn        228h
initgame       22ch
loop          270h
chktarg            270h
targon        28ch
targoff            294h
endtarg            29ch
chkkeys            29ch
chkcoll            2c8h
targwait       31ah
chkhead            324h
conthead       33eh
chkpts        348h
delhead            34eh
contpts            358h
chktail            36ch
endgame            388h
endkp         38eh
endtail            398h
endtailcont    3aah
drawscore      3deh
checkhigh      412h
conthigh1      424h
conthigh2      432h
savehigh       43ah
drawhigh       444h
waitkp2            456h
drawrand       47ch
chkkp2        482h
conty         490h
contn         496h
showscore      49ah
drawbord       4b6h
horiz         4b6h
horiz1        4beh
vert          4c8h
drawtitle      4dah
rndtarg            522h
rndx          524h
rndy          532h
rndf          53eh
rndd          540h
dot           54ch
hbar          54eh
hbar2         550h
vbar          552h
s        562h
y        56ch
z        576h
g        580h
v        58ah
vers          58eh
r        592h
tt            598h
sc            59eh
hi            5a4h
col           5aah
high          5aeh

--
  --------------------------------------------------------------
  Roy Trevino                                        Intel Corp.
  E-mail: rtrevino@sedona.intel.com          Tel: (602) 554 2816
  UUCP:  decwrl!apple!oliveb!orc!inews!rtrevino@sedona.intel.com

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