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decryptedtape.asm
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decryptedtape.asm
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\ Disassembly of Bird Strike from the original tape
\ Tape binary recovered in beebjit by setting a breakpoint at &1E00,
\ loading the game and then saving memory from &1400 to &3000 when
\ the breakpoint was triggered
\
\ Does not have the bug fix
\ Labels from Andy Frigaard's source discs
\ Has hard-coded hi/lo byte addresses
\
\ To Run:
\ Copy the assembled file to an emulator/floppy
\ *LOAD <filename> 1400
\ ?&5D = 1
\ CALL &1E00
\ Zero-page addresses
L005D = $005D \ CMP'd with #$01 - infinite loop if not equal
no = $0070
bfg = $0071
pflg = $0072
bofg = $0073
mod = $0074
pls = $0075
exp = $0077
pos = $0078
psta = $007A
yo = $007B \ OLD1/OLDSRCE.BAS
py = $007C
ra1 = $007D
L007E = $007E \ Used by R% (rng?)
L007F = $007F \ Used by R% (rng?)
sd = $0080
sf = $0082
st = $0084
gunp = $0086
plf = $0088
bulst = $008A
bost = $008C
cnt = $008E
\ Vectors
oswordv = $020C
\ Unknown - uses osfile workspace
picn_PS = $02FC \ Defined in PIGSRCE as picn=&2FC, but suspect this is an error(?)
\ Variables on the same line (680) in the &2Dxx-&2Fxx range
\ .picn defined at $1D54, as per various S/SOURCE.bas files
\ picn is reset every new game, &2FC isn't.
\ Doesn't seem to affect gameplay or create a bug.
\ Screen addresses
L4180 = $4180
L4900 = $4900
\ System VIA addresses
sv_ifr = $FE4D
sv_ier = $FE4E
\ OS calls
osasci = $FFE3
oswrch = $FFEE
osword = $FFF1
osbyte = $FFF4
org $1400 \ P% in old money
.BeebDisStartAddr
EQUS "Thanks David,Ian,Martin,Mum,Dad,Susi C"
.opt
LDX #$EF
JSR key
BNE op1
LDA #$61
STA oswordv
LDA #$14
STA oswordv+1
.op1
LDX #$AE
JSR key
BNE op2
LDA soun
STA oswordv
LDA soun+1
STA oswordv+1
.op2
LDX #$CC
JSR key
BNE op5
.op3
LDA #$81
LDY #$01
LDX #$00
JSR osbyte
BCS op3
CPX #$52
BEQ op3
.op5
RTS
.mute
CMP #$07
BEQ op5
JMP (soun)
.soun \ Sound control vector thing
EQUB $EB,$E7
.nlr
LDA tog
BEQ enlr
LDA exp
BPL rt
DEC psta
SEC
LDA pos
SBC #$08
STA pos
BCS enlr
DEC pos+1
JMP enlr
.rt
INC psta
CLC
LDA pos
ADC #$08
STA pos
BCC enlr
INC pos+1
.enlr
LDA #$01
EOR tog
STA tog
JMP fo
.tog
EQUB $00
.fpat
LDA fp0
BEQ fp1
DEC fp0
RTS
.fp1
LDA #$12
STA fp0
JMP L297D
.fp0
EQUB $00
.gov
PLA
PLA
LDY #$FF
.gov1
INY
LDA #$0A
JSR delay
LDA gov2,Y
JSR oswrch
CMP #$52
BNE gov1
LDA #$96
JSR delay
JMP newgame
.gov2
EQUS $1F,$05,$0F,$11,$01,"GAME OVER"
.stp4_ \ de-duplication of label name
RTS
.stp6
LDA gex
BEQ stp4_
LDA psta
EOR #$80
STA psta
INC exp
PLA
PLA
JMP fo+3
.exg
LDA #$01
BIT exg3
BNE exg1
LDY sc+2
CPY #$05
BMI exg2
ORA exg3
STA exg3
JSR exg4
.exg1
LDA #$02
BIT exg3
BNE exg2
LDY sc+2
CPY #$10
BMI exg2
ORA exg3
STA exg3
JMP exg4
.exg2
RTS
.exg3
EQUB $00
.exg4
JSR mini
LDA #$DC
STA L2DFC
LDX #$F8
LDY #$2D
LDA #$07
JSR osword
INC gex+1
CLC
LDA gex+2
ADC #$18
STA gex+2
BCC exg5
INC gex+3
.exg5
RTS
.bon
LDA fc
AND #$03
BNE bon0
LDA #$0F
JSR delay
JSR stmv
JMP bon11
.bon0
JSR cht
JSR tune
.bon11
JSR wbmsg
LDY #$4B
.bon1
SED
CLC
LDA sc+1
ADC #$02
STA sc+1
LDA sc+2
ADC #$00
STA sc+2
CLD
LDA #$02
JSR delay
TYA
PHA
LDX #$E8
LDY #$2D
LDA #$07
JSR osword
JSR s7
PLA
TAY
DEY
BNE bon1
INC bsou
LDX #$B7
LDY #$15
LDA #$07
JSR osword
DEC bsou
LDA #$80
ORA sc
STA sc
RTS
.wbmsg
LDY #$00
.wb1
LDA bmsg,Y
JSR oswrch
INY
CPY #$0B
BNE wb1
RTS
.bmsg
EQUB $11,$06,$1F,$07,$0F
EQUS "BONUS!"
.bsou
EQUB $12,$00,$FF,$FF,$00,$00,$00,$00
EQUB $FF,$B4,$16,$08,$20,$7F
.hs
EQUB $00
\ .hs+1
EQUB $00
\ .hs+2
EQUB $02
.m7 \ Mode 7 title screen
EQUB $16,$07,$17,$00,$0A,$20,$00,$00
EQUB $00,$00,$00,$00
EQUB $9A,$94,$68,$3F,$6F,$34,$20,$20
EQUB $20,$20,$20,$20,$20,$20,$FF,$20
EQUB $20,$5F,$7E,$2F,$6D,$20,$78,$20
EQUB $20,$20,$20,$20,$20,$20,$7E,$0D
EQUB $9A,$96,$6A,$7D,$7E,$25,$20,$2F
EQUB $20,$30,$20,$20,$20,$20,$FF,$20
EQUB $20,$6A,$7D,$70,$30,$20,$FF,$2C
EQUB $20,$30,$20,$20,$2F,$20,$FF,$5F
EQUB $3E,$0D,$9A,$94,$6A,$3F,$60,$6F
EQUB $34,$FF,$20,$FF,$2F,$21,$78,$2F
EQUB $FF,$20,$20,$20,$60,$60,$FF,$20
EQUB $FF,$20,$20,$FF,$2F,$21,$FF,$20
EQUB $FF,$6F,$30,$20,$7E,$7B,$34,$0D
EQUB $9A,$96,$2A,$7D,$70,$7E,$25,$6F
EQUB $30,$FF,$20,$20,$6F,$7C,$3F,$20
EQUB $20,$2A,$7C,$7E,$27,$20,$6F,$74
EQUB $30,$FF,$20,$20,$6F,$30,$FF,$20
EQUB $2B,$34,$6D,$78,$24,$1F,$05,$05
EQUB $82
EQUS "FIREBIRD (c) Andrew Frigaard"
EQUB $0D,$1F,$0B,$08,$8D,$83
EQUS "High Score"
EQUB $1F,$0B,$09,$8D,$83
EQUS "High Score"
.dts
EQUB $1F,$0B,$0B \ Move text cursor
EQUS "............."
EQUB $00
EQUB $1F,$19,$0B \ Move text cursor
.nam
EQUS "andrew "
EQUB $00
.ints \ Instructions
EQUB $1F,$0E,$0E \ Move text cursor
EQUB $8D,$83 \ Double-height / yellow
EQUS "Keys" \ Double height line 1
EQUB $1F,$0E,$0F \ Move text cursor
EQUB $8D,$83 \ Double-height / yellow
EQUS "Keys" \ Double height line 2
EQUB $1F,$06,$11 \ Move text cursor
EQUB $86 \ Cyan
EQUS "Z ............ move left"
EQUB $1F,$06,$12 \ Move text cursor
EQUB $86 \ Cyan
EQUS "X ........... move right"
EQUB $1F,$06,$13 \ Move text cursor
EQUB $86 \ Cyan
EQUS "RETURN ........... shoot"
EQUB $1F,$06,$14 \ Move text cursor
EQUB $86 \ Cyan
EQUS "S/Q ....... sound on/off"
EQUB $1F,$06,$15 \ Move text cursor
EQUB $86 \ Cyan
EQUS "R ................. rest"
EQUB $00
.sps \ Press space to play
EQUB $1F,$07,$18 \ Move text cursor
EQUB $81,$88 \ Red / flash
EQUS "Press space to play."
EQUB $00,$00,$00
.stmv
LDY #$0A
.stm4
LDA stm10,Y
JSR oswrch
DEY
BPL stm4
LDA #$80
STA stm2+1
LDA #$00
STA stm3+1
LDA #$04
STA no
.stm1
LDA #$1D
JSR oswrch
LDA #$00
JSR oswrch
JSR oswrch
SEC
.stm2
LDA #$00
\ .stm2+1
SBC #$80
STA stm2+1
PHP
JSR oswrch
PLP
.stm3
LDA #$00
\ .stm3+1
SBC #$00
STA stm3+1
JSR oswrch
JSR stv
DEC no
BNE stm1
LDA fc
STA tm
LDA #$00
STA fc
LDA #$26
STA tm+4
LDA #$88
STA tm+3
.stm6
CLC
LDA tm+3
STA not
LDA tm+4
ADC #$0A
STA tm+4
STA not+1
JSR cht
STX nl
INC fc
.stm8
JSR nxno
BNE stm8
JSR cht
JSR tune
LDA #$3C
JSR delay
LDA fc
CMP #$04
BNE stm6
LDA tm
STA fc
LDA #$1A
JMP oswrch
.stm10
EQUB $10 \ Clear graphics area
EQUB $03 \
EQUB $FF \
EQUB $04 \
EQUB $0F \
EQUB $02 \
EQUB $0F \
EQUB $00 \
EQUB $F0 \
EQUB $18 \ Define graphics window
EQUB $1A \ Restore default windows
.gend
LDA #$00
STA hs
LDA sc+2
CMP hs+2
BCC ge1
BNE ge0
LDA sc+1
CMP hs+1
BCC ge1
.ge0
LDA sc+1
STA hs+1
LDA sc+2
STA hs+2
DEC hs
.ge1
LDA #$16
JSR oswrch
LDA #$07
JSR oswrch
LDX #$D4
LDY #$15
JSR wrs
LDA #$1F
JSR oswrch
LDA #$05
JSR oswrch
LDA #$0B
JSR oswrch
LDA hs+2
JSR whs
LDA hs+1
JSR whs
LDA #$30
JSR oswrch
LDX #$A0
LDY #$16
JSR wrs
LDX #$BD
LDY #$16
JSR wrs
LDA #$1F
JSR oswrch
LDA #$1A
JSR oswrch
LDA #$0B
JSR oswrch
LDA hs
BEQ ge3
LDA #$15
LDX #$00
JSR osbyte
TXA
LDX #$C0
LDY #$15
JSR osword
JMP ge7
.ge3
LDY #$FF
.ge6
INY
LDA nam,Y
JSR osasci
CMP #$20
BPL ge6
.ge7
LDY #$02
.ge5
LDA m7,Y
JSR oswrch
INY
CPY #$0D
BNE ge5
LDA #$64
JSR delay
.space
LDA #$1A
JSR oswrch
LDX #$5C
LDY #$17
JSR wrs
.ge4
LDX #$9D
JSR key
BNE ge4
RTS
.whs
PHA
LSR A
LSR A
LSR A
LSR A
CLC
ADC #$30
JSR osasci
PLA
AND #$0F
CLC
ADC #$30
JMP osasci
.wrs
STX wr1+2
STY wr1+3
LDY #$FF
.wr1
INY
\ .wr1+1
LDA dts,Y
\ .wr1+2
\ .wr1+3
JSR osasci
CMP #$00
BNE wr1
PHA
LDA L005D
CMP #$01
BNE L1907
PLA
RTS
.L1907 \ Protection? - infinite loop if ?&5D != &01
JMP L1907
\ Lives, explosions, bullet(?) sprites
EQUB $00,$00,$05,$00,$00,$00,$00,$08
EQUB $08,$1C,$08,$08,$08,$00,$28,$28
EQUB $28,$3E,$28,$28,$00,$00,$00,$08
EQUB $08,$08,$08,$08,$08,$00,$00,$10
EQUB $10,$35,$35,$10,$10,$00,$30,$30
EQUB $3F,$03,$03,$3F,$30,$30,$00,$20
EQUB $20,$3A,$3A,$20,$20,$00,$00,$00
EQUB $00,$05,$00,$00,$00,$00,$00,$00
EQUB $00,$00,$00,$00,$00,$00,$00,$00
EQUB $00,$00,$2A,$00,$00,$00,$00,$00
EQUB $0A,$02,$15,$0A,$00,$00,$00,$00
EQUB $2A,$15,$00,$2A,$00,$00,$00,$00
EQUB $0A,$00,$02,$0A,$00,$00,$00,$00
EQUB $00,$2A,$00,$00,$00,$00,$00,$00
EQUB $00,$00,$05,$00,$00,$00,$00,$00
EQUB $00,$00,$00,$00,$00,$00,$1A,$05
EQUB $00,$C0,$05,$0A,$30,$05,$40,$00
EQUB $4A,$15,$00,$2A,$0F,$10,$00,$4A
EQUB $15,$00,$00,$48,$80,$20,$0A,$4A
EQUB $10,$00,$00,$40,$2A,$0A,$10,$0A
EQUB $40,$15,$00,$2A,$85,$30,$80,$25
EQUB $0A,$40,$25,$90,$1A,$05,$0A,$00
EQUB $20,$40,$00,$0A,$00,$00,$00,$05
EQUB $00,$00,$00,$00,$00,$00,$00,$00
EQUB $00,$80,$00,$00,$08,$00,$00,$00
EQUB $00,$00,$00,$00,$00,$00,$0A,$00
EQUB $00,$00,$00,$00,$00,$40,$00,$00
EQUB $00,$00,$05,$00,$00,$00,$08,$00
EQUB $00,$00,$00,$00,$00,$00,$00,$00
EQUB $00,$00,$00,$00,$15,$08,$00,$80
EQUB $00,$00,$05,$00,$00,$00,$2A,$2A
EQUB $2A,$2A,$2A,$2A,$2A,$2A
.tm
EQUB $FF
\ .tm+1
EQUB $FF
\ .tm+2
EQUB $FF
\ .tm+3
EQUB $FF
\ .tm+4 \ Player sprites
EQUB $FF,$FF,$FF,$FF,$00,$04,$00,$04
EQUB $28,$04,$00,$04,$00,$00,$00,$00
EQUB $28,$00,$00,$00,$28,$00,$28,$00
EQUB $28,$00,$00,$00,$00,$04,$00,$04
EQUB $28,$04,$00,$04,$00,$00,$00,$00
EQUB $28,$00,$00,$00,$00,$00,$00,$00
EQUB $00,$00,$04,$2C,$00,$00,$00,$00
EQUB $00,$00,$14,$28,$00,$00,$00,$00
EQUB $00,$00,$14,$28,$00,$00,$00,$00
EQUB $00,$00,$04,$2C,$00,$00,$00,$00
EQUB $00,$00,$00,$28
.L1A60 \ Skull, pigeon sprites, KEYS artefacts, scenery, etc
EQUB $00,$00,$00,$00,$00,$40,$00,$40
EQUB $40,$80,$80,$40,$40,$40,$80,$00
EQUB $C0,$80,$80,$40,$C0,$40,$80,$00
EQUB $00,$80,$80,$00,$00,$40,$80,$40
EQUB $00,$00,$00,$00,$00,$00,$00,$00
EQUB $00,$00,$00,$14,$3C,$00,$00,$00
EQUB $00,$00,$00,$3C,$3C,$34,$3C,$28
EQUB $00,$00,$3C,$2D,$22,$00,$00,$00
EQUB $00,$00,$00,$14,$3C,$00,$14,$00
EQUB $00,$00,$00,$3C,$3C,$34,$28,$00
EQUB $00,$00,$3C,$2D,$22,$00,$00,$00
EQUB $00,$00,$00,$14,$3C,$00,$00,$00
EQUB $00,$00,$00,$3C,$39,$00,$00,$00
EQUB $00,$00,$3C,$2D,$22,$00,$00,$00
EQUB $00,$00,$00,$00,$14,$3C,$00,$00
EQUB $00,$3C,$34,$3C,$39,$00,$00,$00
EQUB $00,$00,$3C,$2D,$22,$00,$00,$00
EQUB $14,$00,$00,$00,$14,$3C,$00,$00
EQUB $28,$3C,$34,$3C,$39,$00,$00,$00
EQUB $00,$00,$3C,$2D,$22,$00,$00,$00
EQUB $30,$24,$10,$13,$16,$19,$1C,$34
EQUB $41,$1F,$48,$48,$48,$48,$48,$48
EQUB $48,$4C,$44,$41,$53,$54,$41,$4A
EQUB $53,$52,$52,$54,$53,$42,$4E,$45
EQUB $50,$2E,$7E,$21,$26,$16,$34,$13
EQUB $31,$32,$30,$30,$30,$4C,$2E,$0E
EQUB $0D,$52,$55,$4E,$0D,$16,$32,$17
EQUB $00,$0C,$00,$00,$00,$00,$00,$00
EQUB $00,$00,$43,$41,$4C,$4C,$51,$25
EQUB $0D,$00,$00,$14,$3C,$00,$00,$00
EQUB $00,$00,$00,$3C,$3C,$34,$3C,$28
EQUB $00,$00,$3C,$2D,$22,$00,$00,$00
EQUB $00,$00,$00,$14,$3C,$00,$14,$00
EQUB $00,$00,$00,$00,$00,$00,$00,$00
EQUB $00,$00,$00,$00,$14,$00,$00,$00
EQUB $00,$05,$00,$28,$00,$01,$00,$14
EQUB $00,$00,$00,$28,$14,$00,$00,$00
EQUB $00,$00,$3C,$1E,$01,$00,$00,$00
EQUB $00,$00,$00,$3C,$3C,$38,$3C,$14
EQUB $00,$00,$00,$28,$3C,$00,$00,$00
EQUB $00,$00,$3C,$1E,$01,$00,$00,$00
EQUB $00,$00,$00,$3C,$3C,$38,$14,$00
EQUB $00,$00,$00,$28,$3C,$00,$28,$00
EQUB $00,$00,$3C,$1E,$01,$00,$00,$00
EQUB $00,$00,$00,$3C,$16,$00,$00,$00
EQUB $00,$00,$00,$28,$3C,$00,$00,$00
EQUB $00,$00,$3C,$1E,$01,$00,$00,$00
EQUB $00,$3C,$38,$3C,$16,$00,$00,$00
EQUB $00,$00,$00,$00,$28,$3C,$00,$00
EQUB $00,$00,$3C,$1E,$01,$00,$00,$00
EQUB $14,$3C,$38,$3C,$16,$00,$00,$00
EQUB $28,$00,$00,$00,$28,$3C,$00,$00
EQUB $3C,$38,$38,$38,$38,$38,$3C,$10
EQUB $38,$38,$38,$38,$38,$38,$38,$30
EQUB $14,$3C,$34,$14,$14,$14,$3C,$10
EQUB $20,$20,$20,$20,$20,$20,$38,$30
EQUB $3C,$30,$00,$3C,$38,$28,$3C,$10
EQUB $38,$38,$38,$38,$30,$00,$28,$30
EQUB $3C,$30,$00,$3C,$30,$00,$3C,$10
EQUB $38,$38,$38,$38,$38,$38,$38,$30
EQUB $38,$38,$38,$3C,$10,$00,$00,$00
EQUB $38,$38,$38,$38,$38,$38,$38,$30
EQUB $3C,$38,$28,$3C,$10,$00,$3C,$10
EQUB $38,$30,$00,$38,$38,$38,$38,$30
EQUB $3C,$38,$28,$3C,$38,$28,$3C,$10
EQUB $38,$30,$00,$28,$38,$38,$38,$30
EQUB $3C,$30,$00,$14,$14,$14,$14,$10
EQUB $38,$38,$38,$30,$20,$20,$20,$20
EQUB $3C,$38,$28,$3C,$38,$28,$3C,$10
EQUB $38,$38,$38,$38,$38,$38,$38,$30
EQUB $3C,$38,$28,$3C,$10,$00,$3C,$10
EQUB $38,$38,$38,$38,$38,$38,$38,$30
EQUB $00,$00,$00,$00,$00,$00,$00,$00
EQUB $00,$00,$04,$00,$0C,$00,$04,$0C
EQUB $08,$08,$06,$08,$06,$0C,$06,$06
EQUB $00,$00,$00,$00,$08,$00,$00,$08
EQUB $00,$04,$08,$04,$00,$00,$08,$04
EQUB $0C,$04,$08,$0C,$02,$04,$0C,$08
EQUB $06,$0C,$06,$08,$06,$06,$0C,$06
EQUB $08,$04,$08,$0C,$00,$08,$04,$08
EQUB $00,$04,$00,$00,$00,$00,$08,$04
EQUB $08,$09,$04,$00,$00,$08,$08,$0C
EQUB $02,$0C,$02,$02,$02,$02,$02,$07
EQUB $08,$04,$00,$00,$04,$04,$01,$09
EQUB $15,$01,$09,$06,$09,$06,$09,$06
EQUB $00,$00,$09,$06,$09,$06,$09,$06
EQUB $00,$00,$09,$06,$09,$06,$09,$06
EQUB $00,$00,$09,$06,$09,$06,$09,$06
EQUB $00,$00,$00,$07,$08,$06,$09,$06
EQUB $00,$00,$00,$0F,$20,$0F,$08,$02
EQUB $00,$00,$00,$05,$00,$0E,$01,$0E
EQUB $00,$00,$01,$0E,$09,$06,$09,$06
.L1D40 \ Gravestone locations + other?
EQUB $31,$7A,$D9,$7C,$C9,$77,$12,$7A
EQUB $C8,$7C,$BA,$77,$51,$7A,$B8,$7C
EQUB $20,$7A,$42,$7A
.picn
EQUB $00
.gex
EQUB $00
\ .gex+1
EQUB $00
\ .gex+2
EQUB $00
\ .gex+3
EQUB $00
.not
EQUB $00
\ .not+1
EQUB $00
.L1D5B \ Hard coded in S*.BAS files
EQUB $00
.fc \ Current level / building sprites
EQUB $00,$00,$00,$00,$28,$3C,$0D,$2D
EQUB $2D,$0D,$3C,$2C,$28,$0F,$31,$31
EQUB $35,$30,$1A,$0F,$28,$0F,$30,$30
EQUB $33,$30,$25,$1E,$34,$1C,$1E,$0E
EQUB $36,$1E,$2C,$1C,$3C,$1C,$2C,$3C
EQUB $34,$1C,$2C,$1C,$1C,$3C,$28,$20
EQUB $28,$0C,$3C,$34,$34,$2C,$2C,$1C
EQUB $3C,$38,$3C,$1C,$1C,$2C,$3C,$34
EQUB $2C,$3C,$1C,$2C,$3C,$38,$2C,$1C
EQUB $2C,$38,$1C,$38,$2C,$1C,$39,$33
EQUB $33,$27,$33,$33,$3C,$38,$14,$11
EQUB $11,$11,$11,$11,$1C,$1C,$2C,$24
EQUB $3C,$2C,$1C,$1C,$20,$35,$30,$20
EQUB $20,$30,$30,$18,$38,$10,$30,$10
EQUB $38,$30,$30,$18,$3A,$10,$30,$10
EQUB $10,$30,$1A,$1A,$3D,$00,$30,$30
EQUB $28,$00,$30,$30,$20,$20,$30,$30
EQUB $20,$20,$30,$30,$04,$04,$0D,$24
EQUB $30,$38,$30,$18,$04,$08,$00,$00
EQUB $20,$20,$30,$30,$00,$08,$04,$04
EQUB $30,$3A,$30,$30
.Q%
LDA #$C8
LDX #$03
LDY #$00
JSR osbyte
JSR space
LDX #$01
LDA #$04
LDY #$00
JSR osbyte
LDA oswordv
STA soun
LDA oswordv+1
STA soun+1
.newgame
JSR gend
JSR S%
.GO
JSR R%
JSR scr
JSR mp
JSR np
JSR mg
JSR mb
JSR nb
JSR mbo
JSR nbo
JSR B%
JSR h0
JSR sor
JSR opt
JMP GO
EQUS "(c)A.E.Frigaard 1984 Hello!"
.S%
LDA #$05
STA no
JSR E%
LDA #$49
JSR tune
LDA #$16
JSR oswrch
LDA #$02
JSR oswrch
LDA #$00
STA exg3
STA cnt
STA fc
STA picn
STA gex
STA sc+1
STA sc+2
STA plf
CLC
LDA #$20
STA de
LDA #$03
STA de+1
LDA #$2A
STA de+2
LDA #$02
STA bfg
LDA #$2D
STA bulst+1
STA bost+1
STA pls+1
LDA #$47
STA bost
LDA #$0A
STA bulst
LDA #$13
STA pls
LDX #$0F
LDY #$07
.co1
JSR D%
DEX
CPX #$07
BNE co1
STX ra1
LDA #$03
STA gex+1
LDA #$2F
STA plf+1
LDA #$F0
STA inb
LDA #$00
STA tm+1
.bf
JSR cht
STX nl
INC fc
LDA de
CMP #$0F
BMI b0
LDA fc
AND #$01
BEQ b0
DEC de
DEC de
DEC inb
.b0
INC tm+1
INC tm+1
LDA #$0C
JSR oswrch
LDA #$9A
LDX #$14
JSR osbyte
JSR C%
JSR V%
JSR stv
JSR s7
LDA #$00
STA L1D5B
STA sc
STA ba+1
LDY #$54
.b1
STA L2D0A,Y
DEY
BNE b1
LDA tm+1
STA L2D47
LDA #$06
STA L2D0A
LDA #$1E
STA L2D13
LDA #$30
STA not+1
LDA #$88
STA not
LDA #$80
STA gex+2
LDA #$32
STA gex+3
LDX gex+1
.pmi
JSR mini
CLC
LDA gex+2
ADC #$18
STA gex+2
DEX
BNE pmi
.ppos
LDA #$3A
STA sd+1
LDA #$81
STA sf
LDX #$01
LDY #$08
.pp1
LDA #$81
STA L2D13,X
INX
TYA
CLC
ADC #$50
STA L2D13,X
TAY
INX
LDA sd+1
ADC #$00
STA L2D13,X
STA sd+1