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ata_1nv_gfx.asm
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;*******************************************************************************
;*
;* 1NVADER - Atari parody of C64 1NVADER game - 2023 Ken Jennings
;*
;*******************************************************************************
; ==========================================================================
; SCREEN GRAPHICS MEMORY
;
; Display Lists have a 1K boundary.
; ANTIC screen RAM automatic memory scan has a 4K boundary.
; The sum of everything here is less than 2K, so using 2K alignment
; should make a safe space, since the Display Lists are declared first.
; --------------------------------------------------------------------------
.align $0800 ; Align graphics data to 2K boundary.
; ==========================================================================
; Display Lists.
; --------------------------------------------------------------------------
DISPLAY_LIST_TITLE ; System VBI sets color regs, DMACTL. Custom VBI sets HSCROL, VSCROL, HPOS, PSIZE
mDL_BLANK DL_BLANK_8 ; (000 - 019) Blank scan lines. 8 + 8 + 4
mDL_BLANK DL_BLANK_8|DL_DLI
mDL_BLANK DL_BLANK_4|DL_DLI ; (DLI 0) Gradient scores then end with Narrow screen DMA (2) P1
mDL_LMS DL_TEXT_2,GFX_SCORE_LINE ; 00 (020 - 027) score, High score, P2 score
mDL_BLANK DL_BLANK_5 ; 01 (028 - 032) Blank 5
mDL_LMS DL_TEXT_7,GFX_COUNTDOWN_LINE ; 02 (033 - 048) Mode 7 text for 3, 2, 1, GO! Countdown
mDL_BLANK DL_BLANK_3|DL_DLI ; (049 - 051) (DLI 1) Blank 3 start GTIA $4 in PRIOR
mDL_BLANK DL_BLANK_2|DL_DLI ; (052 - 053) (DLI 2) Blank 2 (DLI2 logo color 1)
DL_LMS_TITLE1 = [ * + 2 ] ; Get addresss of LMS high byte values.
DL_LMS_TITLE2 = [ * + 5 ]
DL_LMS_TITLE3 = [ * + 8 ]
mDL_LMS DL_MAP_F,GFX_TITLE_FRAME1 ; (054 - 054) (Mode F) * 3 Animated Gfx GFX_TITLE_FRAME1, line 1
mDL_LMS DL_MAP_F,GFX_TITLE_FRAME1 ; (055 - 055) (Mode F) * 3 Animated Gfx
mDL_LMS DL_MAP_F|DL_DLI,GFX_TITLE_FRAME1 ; (056 - 056) (Mode F) * 3 Animated Gfx (DLI2 logo color 2)
DL_LMS_TITLE4 = [ * + 3 ]
DL_LMS_TITLE5 = [ * + 6 ]
mDL DL_MAP_F ; (057 - 057) (Mode F) * 3 Animated Gfx GFX_TITLE_FRAME1, line 2
mDL_LMS DL_MAP_F,GFX_TITLE_FRAME1+32 ; (058 - 058) (Mode F) * 3 Animated Gfx
mDL_LMS DL_MAP_F|DL_DLI,GFX_TITLE_FRAME1+32 ; (059 - 059) (Mode F) * 3 Animated Gfx (DLI2 logo color 3)
DL_LMS_TITLE6 = [ * + 3 ]
DL_LMS_TITLE7 = [ * + 6 ]
mDL DL_MAP_F ; (060 - 060) (Mode F) * 3 Animated Gfx GFX_TITLE_FRAME1, line 3
mDL_LMS DL_MAP_F,GFX_TITLE_FRAME1+64 ; (061 - 061) (Mode F) * 3 Animated Gfx
mDL_LMS DL_MAP_F|DL_DLI,GFX_TITLE_FRAME1+64 ; (062 - 062) (Mode F) * 3 Animated Gfx (DLI2 logo color 4)
DL_LMS_TITLE8 = [ * + 3 ]
DL_LMS_TITLE9 = [ * + 6 ]
mDL DL_MAP_F ; (063 - 063) (Mode F) * 3 Animated Gfx GFX_TITLE_FRAME1, line 4
mDL_LMS DL_MAP_F,GFX_TITLE_FRAME1+96 ; (064 - 064) (Mode F) * 3 Animated Gfx
mDL_LMS DL_MAP_F|DL_DLI,GFX_TITLE_FRAME1+96 ; (065 - 065) (Mode F) * 3 Animated Gfx (DLI2 logo color 5)
DL_LMS_TITLE10 = [ * + 3 ]
DL_LMS_TITLE11 = [ * + 6 ]
mDL DL_MAP_F ; (066 - 066) (Mode F) * 3 Animated Gfx GFX_TITLE_FRAME1, line 5
mDL_LMS DL_MAP_F,GFX_TITLE_FRAME1+128 ; (067 - 067) (Mode F) * 3 Animated Gfx
mDL_LMS DL_MAP_F|DL_DLI,GFX_TITLE_FRAME1+128 ; (068 - 068) (Mode F) * 3 Animated Gfx (DLI2 logo color 6)
DL_LMS_TITLE12 = [ * + 3 ]
DL_LMS_TITLE13 = [ * + 6 ]
mDL DL_MAP_F ; (069 - 069) (Mode F) * 3 Animated Gfx GFX_TITLE_FRAME1, line 6
mDL_LMS DL_MAP_F,GFX_TITLE_FRAME1+160 ; (070 - 070) (Mode F) * 3 Animated Gfx
mDL_LMS DL_MAP_F|DL_DLI,GFX_TITLE_FRAME1+160 ; (071 - 071) (Mode F) * 3 Animated Gfx (DLI 2.5 - screen DMA/normal GTIA)
mDL_BLANK DL_BLANK_2|DL_DLI ; (072 - 073) Blank 2 (DLI 2.7 -- Tag Line gradient.)
DL_LMS_TAG_TEXT = [ * + 1 ]
mDL_LMS DL_TEXT_6,GFX_TAG_TEXT ; 09 (074 - 081) (6) Tag Line
mDL_BLANK [DL_BLANK_5|DL_DLI] ; (082 - 086) Blank 5 (DLI 3) (Hscroll authors, run colors)
DL_LMS_SCROLL_CREDIT1 = [ * + 1 ]
mDL_LMS DL_TEXT_6|DL_HSCROLL,GFX_SCROLL_CREDIT1 ; 10 (087 - 094) (6) Author(s) Credit line
mDL_BLANK [DL_BLANK_1|DL_DLI] ; (095 - 095) Blank 1 (DLI 3.2) (Hscroll system, run colors)
DL_LMS_SCROLL_CREDIT2 = [ * + 1 ]
mDL_LMS DL_TEXT_6|DL_HSCROLL,GFX_SCROLL_CREDIT2 ; 10 (096 - 103) (6) System(s) Credit line
mDL_BLANK DL_BLANK_8 ; 11 (104 - 111) Blank 8 Mothership graphic (PMG)
mDL_BLANK DL_BLANK_8 ; 12 (112 - 119) Blank 8 Mothership graphic (PMG)
mDL_BLANK DL_BLANK_8 ; 13 (120 - 127) Blank 8 Mothership graphic (PMG)
mDL_BLANK DL_BLANK_8|DL_DLI ; 14 (128 - 135) Blank 8 (DLI 4) (Hscroll docs, run colors).
DL_LMS_SCROLL_DOCS = [ * + 1 ]
mDL_LMS DL_TEXT_6|DL_HSCROLL,GFX_SCROLL_DOCS ; 15 (136 - 143) (6) Fine scrolling docs
mDL_BLANK DL_BLANK_4|DL_DLI ; 16 (144 - 147) Blank 4 (DLI 4.5 -- COLPF0/1/2 options) and options docs.
; MENUTASTIC GFX ASSET ==================================================================
DL_LMS_OPTION = [ * + 1 ]
mDL_LMS DL_TEXT_6,GFX_OPTION_LEFT ; 17 (148 - 155) (6) Options name
DL_LMS_OPTION_TEXT = [ * + 1 ]
mDL_LMS DL_TEXT_2,GFX_OPTION_TEXT_LEFT ; 18 (156 - 163) (2) Options documentation
; MENUTASTIC GFX ASSET ==================================================================
mDL_BLANK DL_BLANK_1 ; 16 (164 - 164) Blank 1
; ==========================================================================
BOTTOM_OF_DISPLAY ; (165 - 219)
mDL_BLANK DL_BLANK_7|DL_DLI ; 18 (165 - 171) (DLI 5) Blank 7
DL_LMS_SCROLL_LAND1 = [ * + 1 ]
mDL_LMS DL_TEXT_6|DL_HSCROLL|DL_DLI,GFX_MOUNTAINS1 ; 19 (172 - 179) (6) (DLI 5) Fine scrolling mountains
DL_LMS_SCROLL_LAND2 = [ * + 1 ]
mDL_LMS DL_TEXT_6|DL_HSCROLL|DL_DLI,GFX_MOUNTAINS2 ; 20 (180 - 187) (6) (DLI 5) Fine scrolling mountains
DL_LMS_SCROLL_LAND3 = [ * + 1 ]
mDL_LMS DL_TEXT_6|DL_HSCROLL|DL_DLI,GFX_MOUNTAINS3 ; 21 (188 - 195) (6) (DLI 5) Fine scrolling mountains
DL_LMS_SCROLL_LAND4 = [ * + 1 ]
mDL_LMS DL_TEXT_6|DL_HSCROLL|DL_DLI,GFX_MOUNTAINS4 ; 22 (196 - 203) (6) (DLI 6) Fine scrolling mountains
mDL_LMS DL_TEXT_6,GFX_BUMPERLINE ; 23 (204 - 211) (6) (DLI 7) ground and bumpers
mDL_LMS DL_TEXT_2,GFX_STATSLINE ; 24 (212 - 219) (6) Stats line follows bumper line in memory.
; Note that as long as the system VBI is functioning the address
; provided for JVB does not matter at all. The system VBI will update
; ANTIC after this using the address in the shadow registers (SDLST)
DISPLAY_LIST_DO_NOTHING
mDL_JVB DISPLAY_LIST_TITLE ; Restart display.
; ==========================================================================
DISPLAY_LIST_GAME ; System VBI sets color regs, DMACTL. Custom VBI sets HSCROL, VSCROL, HPOS, PSIZE
mDL_BLANK DL_BLANK_8 ; (000 - 019) Blank scan lines. 8 + 8 + 4
mDL_BLANK DL_BLANK_8|DL_DLI
mDL_BLANK DL_BLANK_4|DL_DLI ; (DLI 0) Gradient scores then end with Narrow screen DMA (2) P1
mDL_LMS DL_TEXT_2,GFX_SCORE_LINE ; 00 (020 - 027) (2) P1 score, High score, P2 score
mDL_BLANK [DL_BLANK_2|DL_DLI] ; 00 (028 - 028) (DLI 1) for star line
; mDL_BLANK [DL_BLANK_1|DL_DLI] ; 00 (028 - 028) (DLI 1) for star line that fol;ows. HSCROL + COLPF0
DL_LMS_FIRST_STAR = [ * + 1 ] ; Remember the first star's LMS address
.rept 14
mDL_LMS [DL_TEXT_6|DL_HSCROLL],GFX_STARS_LINE+3 ; 01 - 14 (029 - 140) (171) (6) Stars 14 * 8 = 112
mDL_BLANK [DL_BLANK_1|DL_DLI] ; 01 - 14 (141 - 154) 14 * 1 = 14
.endr
mDL_LMS [DL_TEXT_6|DL_HSCROLL],GFX_STARS_LINE+5 ; 15 (155 - 162) (171) (6) Stars
; mDL_BLANK DL_BLANK_1 ; 16 (163 - 164) Blank 2
mDL_JMP BOTTOM_OF_DISPLAY ; -- - 24 (165 - 219) End of screen.
; ==========================================================================
DISPLAY_LIST_GAMEOVER ; System VBI sets color regs, DMACTL. Custom VBI sets HSCROL, VSCROL, HPOS, PSIZE
mDL_BLANK DL_BLANK_8 ; (000 - 019) Blank scan lines. 8 + 8 + 4
mDL_BLANK DL_BLANK_8|DL_DLI
mDL_BLANK DL_BLANK_4|DL_DLI ; (DLI 0) Gradient scores then end with Narrow screen DMA (2) P1
mDL_LMS DL_TEXT_2,GFX_SCORE_LINE ; 00 (020 - 027) (2) P1 score, High score, P2 score
mDL_BLANK [DL_BLANK_2|DL_DLI] ; DLI to set COLPF0, COLPF1
; mDL_BLANK [DL_BLANK_1|DL_DLI] ; DLI to set COLPF0, COLPF1
.rept 6
mDL_BLANK DL_BLANK_8 ; -- (028 - 075) Blank Lines (-) 6 * 8 == 48 blanks.
.endr
mDL_BLANK [DL_BLANK_6|DL_DLI] ; -- (076 - 081) - DLI loops 16 scan lines for COLPF2, COLPF3
DL_LMS_GAME_OVER = [ * + 1 ] ; Game Over Text line
mDL_LMS DL_TEXT_7,GFX_GAME_OVER_LINE ; 07 (082 - 089) (172)
mDL_BLANK DL_BLANK_2 ; -- (090 - 091)
.rept 6
mDL_BLANK DL_BLANK_8 ; -- (092 - 139) Blank Lines (-) 6 * 8 == 48 blanks.
.endr
mDL_BLANK DL_BLANK_7 ; -- (140 - 145)
mDL_BLANK DL_BLANK_7 ; -- (163 - 170)
; mDL_BLANK DL_BLANK_8 ; -- (163 - 170)
mDL_JMP BOTTOM_OF_DISPLAY ; 19 - 24 (172 - 219) End of screen.
; ==========================================================================
; SCREEN MEMORY
; --------------------------------------------------------------------------
; 16 bytes (narrow screen width) for Countdown text
GFX_COUNTDOWN_LINE
.sb " "
GFX_COUNTDOWN ; The first 4 chars here are for countdown "3..." , , "!GO!"
.sb " "
; 40 bytes
GFX_SCORE_LINE ; | 000000 P1 HI 000000 P2 000000 |
.sb " "
GFX_SCORE_P1
.sb $0,$0,$0,$0,$0,$0
.sb " "
GFX_SCORE_HI
.sb $0,$0,$0,$0,$0,$0
.sb " "
GFX_SCORE_P2
.sb $0,$0,$0,$0,$0,$0
.sb " "
; Title graphics are ANTIC F+GTIA $4 (aka BASIC mode 9, 16-grey scale)
; with a Player 5 (the missile) used as color overlay.
;
; 36 pixels title image.
; Narrow width screen 64 pixels - 36 image pixels = 28 pixels padding needed.
; 28 padding pixels / 2 = 14 pixels on left and right.
; 14 padding pixels / 2 = 7 bytes $00 padding on left and right.
; ...............X.X...X.X...X...X.XXX...XXXXX.XXXX...............
; ..............X..XX..X.X...X..XX.X..X..X.....X...X..............
; ...............X.X.X.X.X..X..X.X.X...X.X.XX..X...X..............
; ...............X.X..XX.X.X..X..X.X...X.X.....X.XX...............
; ...............X.X...X.XX..X.XXX.X...X.X.....X...X..............
; ...............X.X...X.X...X...X.X.XXX.XXXXX.X...X..............
; 768 bytes ; Each frame is aligned to a page.
.align $0100
GFX_TITLE_FRAME1 ; 32 * 6 = 192
.by $00 $00 $00 $00 $00 $00 $00 $03 $0C $00 $03 $06 $00 $0C $00 $03 $06 $9C $00 $03 $69 $C3 $0C $36 $90 $00 $00 $00 $00 $00 $00 $00
.by $00 $00 $00 $00 $00 $00 $00 $60 $09 $30 $0C $09 $00 $09 $00 $36 $0C $00 $30 $06 $00 $00 $09 $00 $0C $00 $00 $00 $00 $00 $00 $00
.by $00 $00 $00 $00 $00 $00 $00 $09 $06 $06 $09 $0C $00 $60 $0C $09 $09 $00 $06 $09 $0C $30 $06 $00 $03 $00 $00 $00 $00 $00 $00 $00
.by $00 $00 $00 $00 $00 $00 $00 $0C $03 $00 $96 $03 $03 $00 $90 $0C $06 $00 $09 $0C $00 $00 $03 $09 $60 $00 $00 $00 $00 $00 $00 $00
.by $00 $00 $00 $00 $00 $00 $00 $03 $0C $00 $03 $06 $C0 $06 $0C $93 $03 $00 $0C $03 $00 $00 $0C $00 $0C $00 $00 $00 $00 $00 $00 $00
.by $00 $00 $00 $00 $00 $00 $00 $06 $09 $00 $0C $09 $00 $03 $00 $06 $0C $09 $63 $06 $9C $36 $09 $00 $03 $00 $00 $00 $00 $00 $00 $00
.align $0100
GFX_TITLE_FRAME2
.by $00 $00 $00 $00 $00 $00 $00 $0C $09 $00 $0C $03 $00 $09 $00 $0C $03 $69 $00 $0C $36 $9C $09 $C3 $60 $00 $00 $00 $00 $00 $00 $00
.by $00 $00 $00 $00 $00 $00 $00 $30 $06 $C0 $09 $06 $00 $06 $00 $C3 $09 $00 $C0 $03 $00 $00 $06 $00 $09 $00 $00 $00 $00 $00 $00 $00
.by $00 $00 $00 $00 $00 $00 $00 $06 $03 $03 $06 $09 $00 $30 $09 $06 $06 $00 $03 $06 $09 $C0 $03 $00 $0C $00 $00 $00 $00 $00 $00 $00
.by $00 $00 $00 $00 $00 $00 $00 $09 $0C $00 $63 $0C $0C $00 $60 $09 $03 $00 $06 $09 $00 $00 $0C $06 $30 $00 $00 $00 $00 $00 $00 $00
.by $00 $00 $00 $00 $00 $00 $00 $0C $09 $00 $0C $03 $90 $03 $09 $6C $0C $00 $09 $0C $00 $00 $09 $00 $09 $00 $00 $00 $00 $00 $00 $00
.by $00 $00 $00 $00 $00 $00 $00 $03 $06 $00 $09 $06 $00 $0C $00 $03 $09 $06 $3C $03 $69 $C3 $06 $00 $0C $00 $00 $00 $00 $00 $00 $00
.align $0100
GFX_TITLE_FRAME3
.by $00 $00 $00 $00 $00 $00 $00 $09 $06 $00 $09 $0C $00 $06 $00 $09 $0C $36 $00 $09 $C3 $69 $06 $9C $30 $00 $00 $00 $00 $00 $00 $00
.by $00 $00 $00 $00 $00 $00 $00 $C0 $03 $90 $06 $03 $00 $03 $00 $9C $06 $00 $90 $0C $00 $00 $03 $00 $06 $00 $00 $00 $00 $00 $00 $00
.by $00 $00 $00 $00 $00 $00 $00 $03 $0C $0C $03 $06 $00 $C0 $06 $03 $03 $00 $0C $03 $06 $90 $0C $00 $09 $00 $00 $00 $00 $00 $00 $00
.by $00 $00 $00 $00 $00 $00 $00 $06 $09 $00 $3C $09 $09 $00 $30 $06 $0C $00 $03 $06 $00 $00 $09 $03 $C0 $00 $00 $00 $00 $00 $00 $00
.by $00 $00 $00 $00 $00 $00 $00 $09 $06 $00 $09 $0C $60 $0C $06 $39 $09 $00 $06 $09 $00 $00 $06 $00 $06 $00 $00 $00 $00 $00 $00 $00
.by $00 $00 $00 $00 $00 $00 $00 $0C $03 $00 $06 $03 $00 $09 $00 $0C $06 $03 $C9 $0C $36 $9C $03 $00 $09 $00 $00 $00 $00 $00 $00 $00
.align $0100
GFX_TITLE_FRAME4
.by $00 $00 $00 $00 $00 $00 $00 $06 $03 $00 $06 $09 $00 $03 $00 $06 $09 $C3 $00 $06 $9C $36 $03 $69 $C0 $00 $00 $00 $00 $00 $00 $00
.by $00 $00 $00 $00 $00 $00 $00 $90 $0C $60 $03 $0C $00 $0C $00 $69 $03 $00 $60 $09 $00 $00 $0C $00 $03 $00 $00 $00 $00 $00 $00 $00
.by $00 $00 $00 $00 $00 $00 $00 $0C $09 $09 $0C $03 $00 $90 $03 $0C $0C $00 $09 $0C $03 $60 $09 $00 $06 $00 $00 $00 $00 $00 $00 $00
.by $00 $00 $00 $00 $00 $00 $00 $03 $06 $00 $C9 $06 $06 $00 $C0 $03 $09 $00 $0C $03 $00 $00 $06 $0C $90 $00 $00 $00 $00 $00 $00 $00
.by $00 $00 $00 $00 $00 $00 $00 $06 $03 $00 $06 $09 $30 $09 $03 $C6 $06 $00 $03 $06 $00 $00 $03 $00 $03 $00 $00 $00 $00 $00 $00 $00
.by $00 $00 $00 $00 $00 $00 $00 $09 $0C $00 $03 $0C $00 $06 $00 $09 $03 $0C $96 $09 $C3 $69 $0C $00 $06 $00 $00 $00 $00 $00 $00 $00
.align $0100
GFX_TAG_TEXT ; Displayed using Narrow DMA. (16 * 4 == 64) [51 + 51 + 64 == 166]
.sb " ONE BUTTON "
.sb " ONE ALIEN "
.sb " ONE LIFE "
.sb " NO "
.sb +$40,"MERCY "
; Text line for the two major authors, C64, Atari.
GFX_SCROLL_CREDIT1 ; 20 + 11 + 20 == 51
.sb " DARREN FOULDS " ; +0, HSCROL 12
.sb " " ; Padding to allow values to leave.
.sb " ken jennings " ; +30, HSCROL 12
GFX_SCROLL_CREDIT2; 20 + 11 + 20 == 51
.by $00,$52,$50,$52,$53,$00,$4D ; "2023 -"
.sb " atari "
.by $58,$4d ; "8-"
.sb "bits" ; +0, HSCROL 12
.sb " " ; Padding to allow values to leave before changing DLI colors.
.sb "2019 - COMMODORE 64 " ; +30, HSCROL 12
.align $0100
; MENUTASTIC GFX ASSET ==================================================================
;
; --------------------------------------------------------------------------
; OPTION key menu text.
; Press OPTION to show choices.
; Press SELECT to choose.
;
; .sb " OPTION " ; 10 ; White
; .sb +$40,"TEXT " ; 5 ; Green
; .sb +$80,"HERE " ; 6 == 20 ; Red
;
; FYI: These are the low byte loop targets for coarse scrolling the
; Options and Text lines:
;
; START GFX_OPTION_LEFT == $00
; END GFX_OPTION_RIGHT == $14
; and
; START GFX_OPTION_TEXT_LEFT == $28
; END GFX_OPTION_TEXT_RIGHT == $50
; --------------------------------------------------------------------------
GFX_OPTION_LEFT ; END position left == LMS+0
.sb " " ; 20 blanks to allow for OPTION to scroll left to right.
GFX_OPTION_LEFT_OO = GFX_OPTION_LEFT+17 ; On/Off text at the end of this string.
GFX_LEFT_OO_OFFSET = 17
GFX_OPTION_RIGHT ; Start position == LEFT+40 or RIGHT+0
.sb " " ; 20 blanks to allow for OPTION to scroll left to right.
GFX_OPTION_RIGHT_OO = GFX_OPTION_RIGHT+17 ; On/Off text at the end of this string.
GFX_RIGHT_OO_OFFSET = 37
; Note the spaces below are @ signs due to the +$40 needed to print
; screen bytes using the Mode 2 versions of characters.
GFX_OPTION_TEXT_LEFT
.sb +$40,"@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@" ; 40 for left side.
GFX_OPTION_TEXT_RIGHT
.sb +$40,"@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@" ; another 40 blanks to allow the description to scroll right to left
; MENUTASTIC GFX ASSET ==================================================================
.align $0100
; GFX_SCROLL_DOCS on Atari.
GFX_SCROLL_DOCS
scrtxt
.sb " "
.sb " PRESS"
.sb +$40," FIRE"
.sb " TO PLAY "
.sb " PRESS"
.sb +$40," OPTION "
.sb "TO VIEW MENUS "
.sb "PRESS "
.sb +$40,"SELECT"
.sb " TO CYCLE THROUGH MENU ITEMS "
.sb " PRESS"
.sb +$40," START"
.sb " TO CHOOSE MENU ITEMS "
.sb +$40," FIRE"
.sb " SHOOTS AND CHANGES CANNON DIRECTION "
.sb +$40," MORE POINTS WHEN 1NVADER IS HIGH UP "
.sb " 1NVADER SLOWS DOWN AFTER EIGHTY HITS "
.sb +$40," C64 VERSION 2019 - "
.sb "DARREN FOULDS "
.sb +$40," @DARRENTHEFOULDS "
.sb " THX @BEDFORDLVLEXP "
.sb +$40,"HI NATE AND TBONE!"
.sb " ATARI VERSION 2023 - "
.sb +$40,"KEN JENNINGS "
.sb "HTTPS://GITHUB.COM/KENJENNINGS/ATARI-1NVADER "
.sb +$40," THANKS TO ATARI PLAYTESTERS: "
.sb "VINYLLA, "
.sb +$40,"PHILSAN, "
.sb "LEVEL42, "
.sb +$40,"YAUTJA "
.sb "TRY THE ATARI 10-LINER 1NVADER BY VICTOR PARADA - "
.sb +$40,"VITOCO"
.sb " - WWW.VITOCO.CL "
GFX_END_DOCS
.sb " "
.align $0100 ; Align to a page, so only low bytes need to be changed for scrolling
; Mountain backdrop in the bottom rows.
; Note all values modified -$20 for Atari character codes.
GFX_MOUNTAINS1
.byte $00,$00 ; Two extra bytes here, so LMS 0/HS 0 will show nothing of the first two chars in the buffer.
.byte $00,$bd,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$bd,$00,$00,$00
.byte $00,$00,$00,$00,$00,$00,$00,$00,$bd,$00,$00,$00,$00,$00,$00,$00,$00,$00,$3d,$00
GFX_MOUNTAINS2
.byte $00,$00 ; Two extra bytes here, so LMS 0/HS 0 will show nothing of the first two chars in the buffer.
.byte $bb,$be,$bc,$7d,$00,$00,$00,$00,$00,$00,$00,$00,$7d,$00,$00,$bb,$be,$bc,$00,$00
.byte $00,$00,$00,$00,$00,$7b,$7c,$bb,$be,$bc,$7d,$00,$00,$00,$00,$00,$7d,$bb,$be,$bc
GFX_MOUNTAINS3
.byte $00,$00 ; Two extra bytes here, so LMS 0/HS 0 will show nothing of the first two chars in the buffer.
.byte $3d,$00,$00,$bc,$7c,$00,$00,$00,$00,$3b,$3c,$7b,$7e,$7c,$bb,$00,$00,$00,$bc,$00
.byte $00,$00,$00,$00,$7b,$00,$00,$7c,$00,$7b,$7e,$7c,$00,$00,$00,$7b,$7e,$7c,$00,$3d
GFX_MOUNTAINS4
.byte $00,$00 ; Two extra bytes here, so LMS 0/HS 0 will show nothing of the first two chars in the buffer.
.byte $3f,$3c,$00,$00,$00,$7c,$00,$00,$3b,$00,$00,$3c,$00,$bb,$00,$00,$00,$00,$00,$bc
.byte $00,$00,$00,$7b,$00,$00,$00,$00,$00,$00,$00,$00,$7c,$00,$7b,$00,$00,$00,$3b,$3f
; This is 20 chars, because it won't "move" by LMS changes.
; Two Zero Bytes in center are for the bumper characters during FREIGHBORS mode.
GFX_BUMPERLINE
.byte $C2,$04,$05,$48,$49,$06,$44,$4b,$5b,$00,$00,$44,$45,$48,$49,$04,$0b,$1b,$46,$C3
; .byte $C2,$04,$05,$48,$49,$06,$44,$4b,$5b,$00,$44,$45,$06,$48,$49,$04,$0b,$1b,$46,$C3 ;; original
GFX_MIDBUMPERS=GFX_BUMPERLINE+9 ; For FREIGNBORS mode - stay in your own yard
; 24 |]]]]]]]]]]]]]]]00 0000 00[[[[[[[[[[[[[[[| Ground, stats - line, score value, hits left
GFX_STATSLINE ; " L:00 PT:0000 H:00 " ; "L:", "PT:", "H:" Use P/M graphics?
.sb " "
GFX_STAT_ROW
.sb $0,$0
.sb " "
GFX_STAT_POINTS
.sb $0,$0,$0,$0
.sb " "
GFX_STAT_HITS
.sb $0,$0
.sb " "
; FLASHING STARS ON GAME SCREEN =================================================
.align $0100
GFX_STARS_LINE
; 0123456789 123456789 123456789
; ^^==================^^
.sb " "
GFX_STAR_DISPLAYED
.sb "* "
GFX_THIS_IS_BLANK ; we need 20 blanks for a moment for the Game Over screen
.sb " "
GFX_STAR_CHAR
.sb "*"
GFX_CHEATER_CHARS
.sb "CHEATER"
.by 0 ; the current index into the CHEATER_CHARS string.
; For Game over there is a display line, and then various
; source lines of text that are copied over the line when
; the game is over.
GFX_GAME_OVER_LINE
.ds 20