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DRKTWR.ASM - Rev. A

The top most file for Dark Tower:

DRKTWR.ASM


The LINKed files:



;  *********************************************************
;  *********************************************************
;  ***                                                   ***
;  ***          G C E     === V E C T R E X ===          ***
;  ***                                                   ***
;  ***                     D A R K   T O W E R           ***
;  ***                                                   ***
;  *********************************************************
;  *********************************************************
;
;
;=============================================================================
;
;  REV     DATE     PROG     COMMENT(S)
;  ---     ----     ----     ----------
;
;   A    08.16.83   JJH      LOWERED FOREST HORIZON LINE
;                            INCREASED KEY, GOLD & TOWER CAPTURE DISTANCE
;                            REMOVED 'TROOPS' INCREMENTING WHEN 'HEALER'
;                               OR 'SCOUT' GRANTED
;                            CANNOT ENTER INVENTORY PAGE WHEN SOUND EFFECT
;                               OR TUNE PENDING
;
;   -    07.22.83   JJH      INITIAL RELEASE
;
;=============================================================================
;
;
;  *********************************************************
;  *********************************************************
;  ***                                                   ***
;  ***          L I S T I N G   C O N T R O L S          ***
;  ***                                                   ***
;  *********************************************************
;  *********************************************************
;
;
         LIST    -F
;
;
ON       EQU     1
OFF      EQU     0
;
;
;
L.ALL    EQU     ON               ;  OVER-RIDE ALL LISTING SECTIONS ?
;
;
L.STOR   EQU     OFF OR L.ALL     ;  LIST WORKING STORAGE ?
L.INT    EQU     OFF OR L.ALL     ;  LIST SECTION 'INIT.DRK' [DRKTWR.ASM] ?
L.FRST   EQU     OFF OR L.ALL     ;  LIST SECTION 'FOREST.DRK' ?
L.WAR    EQU     OFF OR L.ALL     ;  LIST SECTION 'WARIOR.DRK' ?
L.SCN    EQU     OFF OR L.ALL     ;  LIST SECTION 'SCENRY.DRK' ?
L.BOX    EQU     OFF OR L.ALL     ;  LIST SECTION 'BOXES.DRK' [SCENRY.DRK] ?
L.DTWR   EQU     OFF OR L.ALL     ;  LIST SECTION 'DRWTWR.DRK' [SCENRY.DRK] ?
L.SKEY   EQU     OFF OR L.ALL     ;  LIST SECTION 'SCNKEY.DRK' [SCENRY.DRK] ?
L.SGLD   EQU     OFF OR L.ALL     ;  LIST SECTION 'SCNGLD.DRK' [SCENRY.DRK] ?
L.FOG    EQU     OFF OR L.ALL     ;  LIST SECTION 'FOG.DRK' [GRDSCN.DRK] ?
L.PLG    EQU     OFF OR L.ALL     ;  LIST SECTION 'PLAGUE.DRK' [GRDSCN.DRK] ?
L.GRD    EQU     OFF OR L.ALL     ;  LIST SECTION 'GRDSCN.DRK' ?
;
L.BRG    EQU     OFF OR L.ALL     ;  LIST SECTION 'BRGAND.DRK' ?
L.GBLN   EQU     OFF OR L.ALL     ;  LIST SECTION 'GOBLIN.DRK' ?
L.FGHT   EQU     OFF OR L.ALL     ;  LIST SECTION 'FIGHT.DRK' ?
L.FLM    EQU     OFF OR L.ALL     ;  LIST SECTION 'FLAMER.DRK' ?
L.FRAG   EQU     OFF OR L.ALL     ;  LIST SECTION 'FRGMNT.DRK' ?
L.COLD   EQU     OFF OR L.ALL     ;  LIST SECTION 'COLIDE.DRK' ?
;
L.MAG    EQU     OFF OR L.ALL     ;  LIST SECTION 'MAGIC.DRK' ?
L.WIZ    EQU     OFF OR L.ALL     ;  LIST SECTION 'WIZARD.DRK' ?
;
L.TWR    EQU     OFF OR L.ALL     ;  LIST SECTION 'TOWER.DRK' ?
L.INV    EQU     OFF OR L.ALL     ;  LIST SECTION 'INVENT.DRK' ?
;
L.SND    EQU     OFF OR L.ALL     ;  LIST SECTION 'SOUND.DRK' ?
L.TMR    EQU     OFF OR L.ALL     ;  LIST SECTION 'TIMERS.DRK' ?
L.SBR    EQU     OFF OR L.ALL     ;  LIST SECTION 'SUBR.DRK' ?
;
L.MAP    EQU     OFF OR L.ALL     ;  LIST SECTION 'MAP.DRK' ?
L.PCK    EQU     OFF OR L.ALL     ;  LIST SECTION 'PACKS.DRK' ?
;
;
;
;
;
;
;  ***************************************
;  ***************************************
;  ***                                 ***
;  ***          E Q U A T E S          ***
;  ***                                 ***
;  ***************************************
;  ***************************************
;
;
SY.WAR   EQU     $C000            ;  POINT WARRIOR - SCREEN 'Y' POSITION
SX.WAR   EQU     $0000            ;  .             - SCREEN 'X' POSITION
SZ.WAR   EQU     $30              ;  .             - SCREEN 'Z' POSITION
;
BY.WAR   EQU     $2800            ;  BOX WARRIOR - SCREEN 'Y' POSITION
BX.WAR   EQU     $0000            ;  .           - SCREEN 'X' POSITION
BZ.WAR   EQU     $F8              ;  .           - SCREEN 'Z' POSITION
;
SHFDSP   EQU     $0060            ;  WARRIOR SHUFFLE RATE
;
;
;
BRGCNT   EQU     6                ;  BRIGAND TABLE: NUMBER OF ENTRIES
FLMCNT   EQU     8                ;  FLAMOID TABLE: NUMBER OF ENTRIES
EXPCNT   EQU     14               ;  EXPLOSION TABLE: NUMBER OF ENTRIES
OBJCNT   EQU     32               ;  OBJECT TABLE: NUMBER OF ENTRIES
SCNCNT   EQU     18               ;  GRID SCAN TABLE: NUMBER OF ENTRIES
;
WARSPD   EQU     $20              ;  WARRIOR SPEED ON MAP
WARINS   EQU     $1F              ;  WARRIOR INSERTION TIMER
;
FLMSPD   EQU     $40              ;  FLAMOID SPEED
;
FRSTY    EQU     $FC              ;  VIEWER'S ELEVATION (FOR PROJECTION)
;
;
PLGTIM   EQU     $0500            ;  PLAGUE LOCK-OUT TIME
;
;
;
;
;  SWITCH EQUATES
;  ==============
;
INVNTY   EQU     KEY0             ;  ASSIGN INVENTORY PAGE KEY
OPEN     EQU     KEY3             ;  ASSIGN BOX OPENING KEY
;
TRGHT    EQU     KEY3             ;  WARRIOR THROW RIGHT KEY
TSTRT    EQU     KEY2             ;  WARRIOR THROW STRAIGHT KEY
TLEFT    EQU     KEY1             ;  WARRIOR THROW LEFT KEY
;
NXTKEY   EQU     KEY1             ;  MOVE TO NEXT KEY PLACE
INCKEY   EQU     KEY2             ;  MOVE TO NEXT KEY SELECTION
TRYKEY   EQU     KEY3             ;  TRY KEY COMBINATION
;
;
;
;
;  TREASURE PRICES
;  ===============
;
GLDPRC   EQU     $0060            ;  GOLD KEY
SLVPRC   EQU     $0050            ;  SILVER KEY
BRZPRC   EQU     $0040            ;  BRONZE KEY
BRSPRC   EQU     $0030            ;  BRASS KEY
CRWPRC   EQU     $0060            ;  CRYSTAL CROWN
SCTPRC   EQU     $0020            ;  SCOUT
HLRPRC   EQU     $0015            ;  HEALER
WARPRC   EQU     $0010            ;  WARRIOR
;
;
;
;
         IF      L.STOR = OFF     ;-------------------------------------------
         LIST    -L               ;--  WORKING STORAGE  ----------------------
         ENDIF                    ;-------------------------------------------
;
;
;
;  *******************************************************
;  *******************************************************
;  ***                                                 ***
;  ***          W O R K I N G   S T O R A G E          ***
;  ***                                                 ***
;  *******************************************************
;  *******************************************************
;
         ORG     $C8A8
;        ===     =====
;
;
FRAM7    DB      0                ;  FRAME FLAG (.AND. $07)
FRAM3    DB      0                ;  FRAME FLAG (.AND. $03)
FRAM1    DB      0                ;  FRAME FLAG (.AND. $01)
;
DRWINT   DB      0                ;  DRAWING INTENSITY
DRWSIZ   DB      0                ;  DRAWING ZOOM SIZE
DRWLS1   DW      0                ;  POINTER TO 'DIFFY' LIST #1
DRWLS2   DW      0                ;  POINTER TO 'DIFFY' LIST #2
;
;
INTFLG   DB      0                ;  GAME INITIALIZATION FLAG (1 = INIT DONE)
;
LOKANG   DB      0                ;  CURRENT LOOK-ANGLE INTO MAP
RFANGL   DB      0                ;  -45 DEGREE REFERENCE ANGLE
;
MAPY     DW      0                ;  ABSOLUTE MAP POSITION - 'Y' AXIS
MAPX     DW      0                ;  .                     - 'X' AXIS
;
LASTY    DB      0                ;  LAST MAP POSITION - 'Y' AXIS
LASTX    DB      0                ;  .                 - 'X' AXIS
;
WARYD    DW      0                ;  WARRIOR MOTION DISPLACEMENTS - 'Y' AXIS
WARXD    DW      0                ;  .                            - 'X' AXIS
WARWLK   DB      0                ;  WARRIOR WALKING FLAG (LAST FRAME)
;
WARINH   DB      0                ;  INHIBIT WARRIOR ACTION
WARTHR   DB      0                ;  WARRIOR THROWING FLAG
;
SCTINH   DB      0                ;  INHIBIT SCOUT ACTION
SCTCNT   DB      0                ;  SCOUT USE COUNTER
HLRCNT   DB      0                ;  HEALER USE COUNTER
;
DSINE    DW      0                ;  SINE FOR CURRENT LOOK-ANGLE
DCSINE   DW      0                ;  COSINE FOR CURRENT LOOK-ANGLE
;
RXPOS    DB      0                ;  RELATIVE OBJECT POSITION - 'X' AXIS
RYPOS    DB      0                ;  .                        - 'Y' AXIS
RZPOS    DB      0                ;  .                        - 'Z' AXIS
PRJLIM   DB      0                ;  LOWER 'Y' LIMIT FOR 'PRJCTN'
;
DRWSCZ   DB      0                ;  SCREEN 'Z' AXIS FOR OBJECT
DRWSCY   DB      0                ;  SCREEN 'Y' AXIS FOR OBJECT
DRWSCX   DB      0                ;  SCREEN 'X' AXIS FOR OBJECT
DRWCNT   DB      0                ;  COUNTER FOR 'SCENRY'
;
WARSCY   DB      0                ;  FIGHTING WARRIOR PROJECTION - 'Y' AXIS
WARSCX   DB      0                ;  .                           - 'X' AXIS
;
SCNFND   DB      0                ;  NUMBER OF OBJECTS FOUND DURING GRID SCAN
;
;
ABORT    DB      0                ;  GAME ABORT FLAG
;
TIMOUT   DW      0                ;  LONG TIME-OUT DELAY
;
GLDKEY   DB      0                ;  GOLD KEY FLAG
SLVKEY   DB      0                ;  SILVER KEY FLAG
BRZKEY   DB      0                ;  BRONZE KEY FLAG
BRSKEY   DB      0                ;  BRASS KEY FLAG
CROWN    DB      0                ;  CRYSTAL CROWN FLAG
SCTFLG   DB      0                ;  SCOUT FLAG
HLRFLG   DB      0                ;  HEALER FLAG
BGOLD    DW      0                ;  BAGS OF GOLD HELD
TROOPS   DB      0                ;  NUMBER OF RESERVE TROOPS
;
;
;
;
;  CURRENT BOX / OBJECT
;  ====================
;
CBXDST   DB      0                ;  DISTANCE TO FRONT OBJECT
CBXSCN   DW      0                ;  POINTER TO GRID SCAN TABLE ENTRY
CBXOBJ   DW      0                ;  POINTER TO OBJECT TABLE ENTRY
CBXPTR   DW      0                ;  POINTER TO BOX ACTIVITY MAP
CBXBIT   DB      0                ;  BIT MASK FOR BOX ACTIVITY MAP
CBXACT   DB      0                ;  BOX ACTIVITY FLAG (1 = PREVIOUSLY OPENED)
CBXAMT   DB      0                ;  AMOUNT OF CURRENT BOX ACTION
CBXDLY   DB      0                ;  ACTION DELAY TIMER
;
;
;
;
;  WARRIORS TABLE
;  ==============
;
WARFLG   DB      0                ;  WARRIOR FLAG
;                                       00 = WARRIOR DEAD
;                                       01 = STANDARD WARRIOR TYPE
WARYW    DW      0                ;  CURRENT WARRIOR 'Y' POSITION ON SCREEN
WARXW    DW      0                ;  CURRENT WARRIOR 'X' POSITION ON SCREEN
WARINT   DB      0                ;  CURRENT WARRIOR INTENSITY
WARDSH   DB      0                ;  WARRIOR DASHING PATTERN
WARFRM   DB      0                ;  ANIMATION FRAME BIAS ($00 - $03)
;
;
;
;
;  TREASURE MESSAGE WORKING AREA
;  =============================
;
MSGPTR   DW      0                ;  TREASURE MESSAGE POINTER
MSGVCT   DW      0                ;  TREASURE MESSAGE VECTOR
MSGFRM   DB      0                ;  TREASURE MESSAGE FRAME COUNTER
;
;
;
;
;  BOX ACTIVITY TABLE
;  ==================
;
;                0.......  1.......  2.......  3.......
;                02468ACE  02468ACE  02468ACE  02468ACE
;                --------  --------  --------  --------
;
BOXACT   DB      00000000B,00000000B,00000000B,00000000B        ;  00
         DB      00000000B,00000000B,00000000B,00000000B        ;  02
         DB      00000000B,00000000B,00000000B,00000000B        ;  04
         DB      00000000B,00000000B,00000000B,00000000B        ;  06
         DB      00000000B,00000000B,00000000B,00000000B        ;  08
         DB      00000000B,00000000B,00000000B,00000000B        ;  0A
         DB      00000000B,00000000B,00000000B,00000000B        ;  0C
         DB      00000000B,00000000B,00000000B,00000000B        ;  0E
         DB      00000000B,00000000B,00000000B,00000000B        ;  10
         DB      00000000B,00000000B,00000000B,00000000B        ;  12
         DB      00000000B,00000000B,00000000B,00000000B        ;  14
         DB      00000000B,00000000B,00000000B,00000000B        ;  16
         DB      00000000B,00000000B,00000000B,00000000B        ;  18
         DB      00000000B,00000000B,00000000B,00000000B        ;  1A
         DB      00000000B,00000000B,00000000B,00000000B        ;  1C
         DB      00000000B,00000000B,00000000B,00000000B        ;  1E
         DB      00000000B,00000000B,00000000B,00000000B        ;  20
         DB      00000000B,00000000B,00000000B,00000000B        ;  22
         DB      00000000B,00000000B,00000000B,00000000B        ;  24
         DB      00000000B,00000000B,00000000B,00000000B        ;  26
         DB      00000000B,00000000B,00000000B,00000000B        ;  28
         DB      00000000B,00000000B,00000000B,00000000B        ;  2A
         DB      00000000B,00000000B,00000000B,00000000B        ;  2C
         DB      00000000B,00000000B,00000000B,00000000B        ;  2E
         DB      00000000B,00000000B,00000000B,00000000B        ;  30
         DB      00000000B,00000000B,00000000B,00000000B        ;  32
         DB      00000000B,00000000B,00000000B,00000000B        ;  34
         DB      00000000B,00000000B,00000000B,00000000B        ;  36
         DB      00000000B,00000000B,00000000B,00000000B        ;  38
         DB      00000000B,00000000B,00000000B,00000000B        ;  3A
         DB      00000000B,00000000B,00000000B,00000000B        ;  3C
         DB      00000000B,00000000B,00000000B,00000000B        ;  3E
;
;
;
;
;  GRID SCAN TABLE RETENTION
;  =========================
;
RGDCMD   EQU     0                ;  OBJECT COMMAND / STATUS
RGDTMR   EQU     RGDCMD + 1       ;  OBJECT ANIMATION TIMER
;
RGDLEN   EQU     RGDTMR + 1       ;  OBJECT TABLE ENTRY LENGTH
;
RGDTBL   DS      RGDLEN * SCNCNT
;
;
;
;
;  KEY RIDDLE
;  ==========
;
KRIDL0   DB      0                ;  FIRST KEY
KRIDL1   DB      0                ;  SECOND KEY
KRIDL2   DB      0                ;  THIRD KEY
KRIDL3   DB      0                ;  FOURTH KEY
;
;
;.............................................................................
ENDWRK   EQU     *                ;  END OF NON-OVERLAYED WORKING STORAGE
;.............................................................................
;
;
;
;
         ORG     $CB2C
;        ===     =====
;
UP.RAM   EQU     *                ;  MARK THE START OF UPPER RAM
;
;
;
;  WORKING AREA FOR PLAYERS SCORE
;  ==============================
;
PLAYER   DS      21               ;  PLAYERS SCORE
PLYSCR   EQU     PLAYER + 14      ;  .    START OF SCORE ASCII
;
;
;
;  WORKING AREA FOR PEDOMETER MESSAGE
;  ==================================
;
PEDMTR   DS      9                ;  RASTER PEDOMETER MESSAGE
PEDSGN   EQU     PEDMTR + 4       ;  SIGN OF DISTANCE (BLANK OR '-')
PEDZRO   DB      0                ;  PEDOMETER ZERO FLAG
;
;
;
;  WORKING AREA FOR BAGS OF GOLD MESSAGES
;  ======================================
;
GOLD     DS      18               ;  BAGS OF GOLD MESSAGE
NGOLD    DS      15               ;  BAGS OF GOLD FOUND MESSAGE
;
;
;
;  SOUND FLAGS
;  ===========
;
STEPS    DB      0                ;  FOOT-STEP FLAG
BOXSQK   DB      0                ;  BOX SQUEAK FLAG
;
THRSND   DB      0                ;  FLAMOID RELEASE SOUND
EXPBRG   DB      0                ;  BRIGAND EXPLOSION FLAG
EXPWAR   DB      0                ;  WARRIOR EXPLOSION FLAG
;
;
;
;  WORKING AREA FOR HYPER (REQUIRED BY 'MINE STORM')
;  =================================================
;
FSTAR    DS      16               ;  MINE-STORM STAR-FIELD ALLOCATIONS
ZSTAR    DS      8                ;  .
;
;
BRSFLG   DB      0                ;  STAR-BURST FLAG
;                                       $01 = EXPANDING STAR-BURST
;                                       $80 = CONTRACTING STAR-BURST
BRSTMR   DB      0                ;  STAR-BURST TIMER
BRSDLY   DB      0                ;  STAR-BURST DELAY TIMER
;
;
;
;  WORKING AREA FOR RESERVE TROOPS MESSAGES
;  ========================================
;
MEN      DS      20               ;  NUMBER OF TROOPS MESSAGE
NMEN     EQU     NGOLD            ;  NUMBER OF NEW TROOPS MESSAGE
;
;
;
RFLAG    DB      0                ;  DRAW REVERSE FLAG (0 = NORMAL DRAW)
;
;
;
;
;  ************************************************************
;  ************************************************************
;  ***                                                      ***
;  ***          O V E R - L A Y E D   S T O R A G E         ***
;  ***                                                      ***
;  ***            F O R E S T   S U B  -  P L O T           ***
;  ***                                                      ***
;  ************************************************************
;  ************************************************************
;
         ORG     ENDWRK
;        ===     ======
;
FOGFLG   DB      0                ;  FOG ACTIVITY FLAG
FOGLIM   DB      0                ;  LIMIT FOR FOG ALTITUDE
;
PLGFLG   DB      0                ;  PLAGUE ACTIVITY FLAG
PLGLIM   DB      0                ;  LIMIT FOR PLAGUE ALTITUDE
PLGLCK   DW      0                ;  PLAGUE LOCK-OUT TIMER
;
;
;
;
;  GRID SCAN TABLE
;  ===============
;
SCNADR   EQU     0                ;  OBJECT DRAW ADDRESS
SCNGY    EQU     SCNADR + 2       ;  ABSOLUTE GRID 'Y' POSITION
SCNGX    EQU     SCNGY + 2        ;  ABSOLUTE GRID 'X' POSITION
SCNDRW   EQU     SCNGX + 2        ;  OBJECT DRAWING FLAG (>0 = REVERSE)
SCNCMD   EQU     SCNDRW + 1       ;  OBJECT COMMAND / STATUS
;                                       BIT 0 = OBJECT IS ACTIVE
;                                           1 = BOX IS OPENING
;                                           2 = BOX IS CLOSING
;                                           3 = BOX IS OPENED
;                                           4 = BOX ACTION IS PENDING
;                                           5 = ACTION COMPLETION
SCNTMR   EQU     SCNCMD + 1       ;  OBJECT ANIMATION TIMER
;
SCNLEN   EQU     SCNTMR + 1       ;  OBJECT TABLE ENTRY LENGTH
;
SCNTBL   DS      SCNLEN * SCNCNT
;
ENDSCN   EQU     *
;
;
;
;
;  OBJECT TABLE
;  ============
;
OBJFLG   EQU     0                ;  OBJECT FLAG
;                                       $00 = SKIP ENTRY
;                                       $01 = NORMAL SCENERY
;                                       $8X = BOX ANIMATION
;                                       $EX = SCENERY FOG OR PLAGUE
;                                       $F0 = SCENERY KEY
;                                       $F2 = SCENERY BAG OF GOLD
;                                       $F4 = DARK TOWER
OBJSCY   EQU     OBJFLG + 1       ;  OBJECT SCREEN ABSOLUTE 'Y' POSITION
OBJSCX   EQU     OBJSCY + 1       ;  OBJECT SCREEN ABSOLUTE 'X' POSITION
OBJSCZ   EQU     OBJSCX + 1       ;  OBJECT SCREEN ABSOLUTE 'Z' POSITION
OBJPTR   EQU     OBJSCZ + 1       ;  OBJECT POINTER TO GRID SCAN TABLE ENTRY
;
OBJLEN   EQU     OBJPTR + 2       ;  OBJECT TABLE ENTRY LENGTH
;
OBJTBL   DS      OBJLEN * OBJCNT
;
ENDOBJ   EQU     *
;
         MSG     'END OF RAM - FOREST   = ',*
;
         IF      * > UP.RAM
         MSG     '----- UPPER RAM ALLOCATIONS VIOLATED -----'
         ENDIF
;
;
;
;
;  ************************************************************
;  ************************************************************
;  ***                                                      ***
;  ***          O V E R - L A Y E D   S T O R A G E         ***
;  ***                                                      ***
;  ***           B R I G A N D   S U B  -  P L O T          ***
;  ***                                                      ***
;  ************************************************************
;  ************************************************************
;
         ORG     ENDWRK
;        ===     ======
;
GBLACT   DB      0                ;  GOBLIN VISIBLE TO WARRIOR FLAG
GBLKIL   DB      0                ;  LAST GOBLIN KILLED FLAG
;
THRANG   DB      0                ;  WARRIOR FLAMOID THROW ANGLE
;
EXPEND   DB      0                ;  EXPLOSION PENDING FLAG
;
RFLAME   DS      60               ;  ROTATING FLAMOID (DUFFY)
;
;
;
;
;  BRIGAND TABLE
;  =============
;
BRGFLG   EQU     0                ;  BRIGAND FLAG
;                                       00 = BRIGAND DEAD
;                                       80 = BRIGAND EXPOSED
;                                       C0 = FLAMOID RELEASED
BRGTMR   EQU     BRGFLG + 1       ;  BRIGAND ANIMATION TIMER
BRGPTR   EQU     BRGTMR + 1       ;  BRIGAND ABSOLUTE 'Y' POSITION
;
BRGLEN   EQU     BRGPTR + 2       ;  BRIGAND TABLE ENTRY LENGTH
;
BRGTBL   DS      BRGLEN * BRGCNT
;
BRG.00   EQU     BRGTBL
BRG.01   EQU     BRG.00 + BRGLEN
BRG.02   EQU     BRG.01 + BRGLEN
BRG.03   EQU     BRG.02 + BRGLEN
;
ENDBRG   EQU     *
;
;
;
;        BRIGAND PARAMETER TABLE LABELS
;        ------------------------------
;
BRGYW    EQU     0                ;  ABSOLUTE SCREEN 'Y' POSITION
BRGXW    EQU     BRGYW + 2        ;  ABSOLUTE SCREEN 'X' POSITION
BRGYT    EQU     BRGXW + 2        ;  RELATIVE 'Y' POSITION FOR THROWING
BRGXT    EQU     BRGYT + 2        ;  RELATIVE 'X' POSITION FOR THROWING
BRGZT    EQU     BRGXT + 2        ;  RELATIVE 'Z' POSITION FOR THROWING
BRGHTY   EQU     BRGZT + 1        ;  RELATIVE 'Y' BOX CENTER
BRGHTX   EQU     BRGHTY + 2       ;  RELATIVE 'X' BOX CENTER
BRGDRW   EQU     BRGHTX + 2       ;  REVERSE DRAW FLAG
BRGSIZ   EQU     BRGDRW + 1       ;  BRIGAND SIZE
BRGBOX   EQU     BRGSIZ + 1       ;  COLLISION BOX
;
;
;
;
;  FLAMOID TABLE
;  =============
;
FLMFLG   EQU     0                ;  FLAMOID FLAG
;                                       01 = FLAMOID SEED
;                                       BIT 6 = FLAMOID THROWN BY WARRIOR
;                                       BIT 7 = FULL FLAMOID ANIMATION
FLMYD    EQU     FLMFLG + 1       ;  'Y' DISPLACEMENT FOR FLAMOID
FLMXD    EQU     FLMYD + 2        ;  'X' DISPLACEMENT FOR FLAMOID
FLMYW    EQU     FLMXD + 2        ;  ABSOLUTE 'Y' FOR FLAMOID
FLMXW    EQU     FLMYW + 2        ;  ABSOLUTE 'X' FOR FLAMOID
FLMZW    EQU     FLMXW + 2        ;  'Z' VALUE FOR 'PRJCTN'
FLMTMR   EQU     FLMZW + 1        ;  FLAMOID TIMER
;
FLMLEN   EQU     FLMTMR + 1       ;  FLAMOID TABLE ENTRY LENGTH
;
FLMTBL   DS      FLMLEN * FLMCNT
;
FLM.00   EQU     FLMTBL
FLM.01   EQU     FLM.00 + FLMLEN
FLM.02   EQU     FLM.01 + FLMLEN
FLM.03   EQU     FLM.02 + FLMLEN
;
ENDFLM   EQU     *
;
;
;
;
;  EXPLOSION TABLE
;  ===============
;
EXPFLG   EQU     0                ;  EXPLOSION FLAG
;                                       01 = EXPLOSION FRAGMENT ACTIVE
EXPYD    EQU     EXPFLG + 1       ;  'Y' DISPLACEMENT FOR FRAGMENT
EXPXD    EQU     EXPYD + 2        ;  'X' DISPLACEMENT FOR FRAGMENT
EXPYW    EQU     EXPXD + 2        ;  ABSOLUTE 'Y' FOR FRAGMENT
EXPXW    EQU     EXPYW + 2        ;  ABSOLUTE 'X' FOR FRAGMENT
EXPSIZ   EQU     EXPXW + 2        ;  EXPLOSION SIZE
EXPROT   EQU     EXPSIZ + 1       ;  EXPLOSION ROTATIONAL VALUE
EXPRAT   EQU     EXPROT + 1       ;  EXPLOSION ROTATIONAL RATE
EXPTR    EQU     EXPRAT + 1       ;  POINTER TO FRAGMENT 'DUFFY'
EXPTMR   EQU     EXPTR + 2        ;  EXPLOSION TIMER
;
EXPLEN   EQU     EXPTMR + 1       ;  EXPLOSION TABLE ENTRY LENGTH
;
EXPTBL   DS      EXPLEN * EXPCNT
;
EXP.00   EQU     EXPTBL
EXP.01   EQU     EXP.00 + EXPLEN
EXP.02   EQU     EXP.01 + EXPLEN
EXP.03   EQU     EXP.02 + EXPLEN
;
ENDEXP   EQU     *
;
;
         MSG     'END OF RAM - BRIGANDS = ',*
;
         IF      * > UP.RAM
         MSG     '----- UPPER RAM ALLOCATIONS VIOLATED -----'
         ENDIF
;
;
;
;
;  ************************************************************
;  ************************************************************
;  ***                                                      ***
;  ***          O V E R - L A Y E D   S T O R A G E         ***
;  ***                                                      ***
;  ***          M A G I C I A N   S U B  -  P L O T         ***
;  ***                                                      ***
;  ************************************************************
;  ************************************************************
;
         ORG     ENDWRK
;        ===     ======
;
WZCNT    DB      0                ;  WIZARD ANIMATION COUNTER
WZINT    DB      0                ;  WIZARD INTENSITY MODIFIER
WZDON    DB      0                ;  WIZARD ACTION COMPLETED
;
;
         MSG     'END OF RAM - MAGICIAN = ',*
;
         IF      * > UP.RAM
         MSG     '----- UPPER RAM ALLOCATIONS VIOLATED -----'
         ENDIF
;
;
;
;
;  ************************************************************
;  ************************************************************
;  ***                                                      ***
;  ***          O V E R - L A Y E D   S T O R A G E         ***
;  ***                                                      ***
;  ***         K E Y   R I D D L E   S U B - P L O T        ***
;  ***                                                      ***
;  ************************************************************
;  ************************************************************
;
         ORG     ENDWRK
;        ===     ======
;
RKEY0    DB      0                ;  FIRST KEY ($00 - $04)
RKEY1    DB      0                ;  SECOND KEY
RKEY2    DB      0                ;  THIRD KEY
RKEY3    DB      0                ;  FOURTH KEY
;
RKPTR    DB      0                ;  KEY POINTER ($00 - $03)
;
;
         MSG     'END OF RAM - RIDDLE   = ',*
;
         IF      * > UP.RAM
         MSG     '----- UPPER RAM ALLOCATIONS VIOLATED -----'
         ENDIF
;
;
;
         IF      L.STOR = OFF     ;-------------------------------------------
         LIST    *                ;-------------------------------------------
         ENDIF                    ;-------------------------------------------
;
;
;
;
;
;
;  *********************************************************
;  *********************************************************
;  ***                                                   ***
;  ***          R E A D - O N L Y   M E M O R Y          ***
;  ***                                                   ***
;  *********************************************************
;  *********************************************************
;
         ORG     $0000
;        ===     =====
;
         DB      $67,' GCE 1983',$80
         DW      OPNING
;
         DW      $F850
         DW      $40E0
         DB      'DARK',$80
         DW      $F850
         DW      $20D8
         DB      'TOWER',$80
         DB      0
;
;
         IF      L.INT = OFF      ;-------------------------------------------
         LIST    -L               ;--  INIT  ---------------------------------
         ENDIF                    ;-------------------------------------------
;
;
;
;  POWER-UP INITIALIZATION
;  =======================
;
         SETDP   $D0
;        =====   ===
;
ENTRY    JSR     DPRAM            ;  SET 'DP' = RAM
         SETDP   $C8              ;  .
;
         INC     ZSKIP            ;  SET POST-PACKET ZEROING FLAG
;
         LDD     #$0004           ;  SELECT GAME OPTIONS
         JSR     SELOPT           ;  .
;
;
         JSR     DPRAM            ;  SET 'DP' = RAM
         SETDP   $C8              ;  .
;
         LDA     #$EE             ;  SET-UP CONTROLLER FLAGS
         STA     SBTN             ;  .
         LDX     #$0103           ;  .
         STX     SJOY             ;  .
;
         LDX     #ETMP1           ;  CLEAR MEMORY
INIT1    CLR     X+               ;  .
         CMPX    #STACK           ;  .
         BNE     INIT1            ;  .
;
         JSR     ISTARS           ;  INITIALIZE STAR BURST
;
         LDD     #$1000           ;  SET GAME-OVER TIME-OUT DURATION
         STD     TIMOUT           ;  .
;
         DEC     OPTION           ;  ESTABLISH STARTING NUMBER OF KEYS
         BLE     INIT2            ;  .    STARTING KEYS DO NOT SCORE !!
         JSR     FNDSKY           ;  .    GRANT ONE KEY (SILVER KEY) ?
;
         DEC     OPTION           ;  .    GRANT SECOND KEY (BRONZE KEY) ?
         BLE     INIT2            ;  .    .
         JSR     FNDBZK           ;  .    .
;
         DEC     OPTION           ;  .    GRANT THIRD KEY (BRASS KEY) ?
         BLE     INIT2            ;  .    .
         JSR     FNDBSK           ;  .    .
;
INIT2    LDX     #M.PLAY          ;  CLEAR PLAYER'S SCORE
         LDU     #PLAYER          ;  .    ESTABLISH PLAYER SCORE MESSAGE
         JSR     SMOVE            ;  .    .
;
         LDD     #PLGTIM          ;  SET PLAGUE LOCK-OUT TIMER
         STD     PLGLCK           ;  .
;
         LDD     #HANDL1          ;  SET-UP FOR WARRIOR INSERTION
         STD     TMR1 + 1         ;  .    SET TIME-OUT VECTOR
         LDA     #WARINS          ;  .    SET INITIAL INSERTION TIME
         STA     TMR1             ;  .    .
;
         LDD     #HANDL2          ;  SET-UP FOR BRIGAND INSERTION
         STD     TMR2 + 1         ;  .
;
;
         LDA     #$06             ;  SET REMAINING TROOP COUNT
         STA     TROOPS           ;  .
;
         LDX     #M.MEN           ;  INITIALIZE NUMBER OF TROOPS MESSAGE
         LDU     #MEN             ;  .
         JSR     SMOVE            ;  .
;
;
         LDD     #$0002           ;  SET NUMBER OF BAGS HELD COUNT (HEX)
         STD     BGOLD            ;  .
;
         LDX     #M.BAGS          ;  INITIALIZE BAGS OF GOLD MESSAGE
         LDU     #GOLD            ;  .
         JSR     SMOVE            ;  .
;
INIT3    JSR     NEWMAP           ;  SET-UP LOCATION ON MAP
         LDA     MAPX             ;  .    NEW POSITION WITHIN DEAD ZONE ?
         LSLA                     ;  .    .
         ANDA    #$40             ;  .    .
         ORA     MAPY             ;  .    .
         ANDA    #$60             ;  .    .
         BEQ     INIT3            ;  .    .
;
;
         LDX     #ETMP1 - 1       ;  SET-UP KEY RIDDLE FOR THIS GAME
         LDD     #$0000           ;  .
         STD     ETMP1            ;  .
         STD     ETMP2            ;  .
;
         JSR     RANDOM           ;  .    DETERMINE FIRST KEY TYPE
         ANDA    #$03             ;  .    .    KEYS RANGE FROM $01 TO $04
         INCA                     ;  .    .
         STA     KRIDL0           ;  .    .
         STA     TEMP1            ;  .    .
         INC     A,X              ;  .    .
;
INIT4    JSR     RANDOM           ;  .    DETERMINE SECOND KEY TYPE
         ANDA    #$03             ;  .    .
         INCA                     ;  .    .
         STA     KRIDL1           ;  .    .
         LDB     A,X              ;  .    .    IS THIS KEY ALREADY SET ?
         BNE     INIT4            ;  .    .    .
         INC     A,X              ;  .    .    SET KEY
         ADDA    TEMP1            ;  .    .
         STA     TEMP1            ;  .    .
;
INIT5    JSR     RANDOM           ;  .    DETERMINE THIRD KEY TYPE
         ANDA    #$03             ;  .    .
         INCA                     ;  .    .
         STA     KRIDL2           ;  .    .
         LDB     A,X              ;  .    .    IS THIS KEY ALREADY SET ?
         BNE     INIT5            ;  .    .    .
         INC     A,X              ;  .    .    SET KEY
         ADDA    TEMP1            ;  .    .
         STA     TEMP1            ;  .    .
;
         LDA     #$0A             ;  .    DETERMINE FOURTH KEY TYPE
         SUBA    TEMP1            ;  .    .
         STA     KRIDL3           ;  .    .
;
         IF      L.INT = OFF      ;-------------------------------------------
         LIST    *                ;-------------------------------------------
         ENDIF                    ;-------------------------------------------
;
;
;.............................................................................
;.............................................................................
;
         LINK    FOREST.DRK
         LINK    SCENRY.DRK
         LINK    WARIOR.DRK
         LINK    GRDSCN.DRK
;
;.............................................................................
;
         LINK    BRGAND.DRK
         LINK    GOBLIN.DRK
         LINK    FIGHT.DRK
         LINK    FLAMER.DRK
         LINK    FRGMNT.DRK
         LINK    COLIDE.DRK
;
;.............................................................................
;
         LINK    MAGIC.DRK
         LINK    WIZARD.DRK
;
;.............................................................................
;
         LINK    TOWER.DRK
;
;.............................................................................
;
         LINK    INVENT.DRK
         LINK    SOUND.DRK
         LINK    TIMERS.DRK
         LINK    SUBR.DRK
;
;.............................................................................
;
         LINK    MAP.DRK
         LINK    PACKS.DRK





 

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This page was last modified/updated: 04 Feb 2024