section scrn,code INTREQ equ $09C INTENA equ $09A INTENAR equ $01C DMACON equ $096 SERPER equ $032 SERDATR equ $018 SERDAT equ $030 vhposr equ $006 vhposrl equ $007 bltcon0 equ $40 bltcon1 equ $42 bltcpt equ $48 bltbpt equ $4c bltapt equ $50 spr0ctl equ $142 spr1ctl equ $14a spr2ctl equ $152 spr3ctl equ $15a spr4ctl equ $162 spr5ctl equ $16a spr6ctl equ $172 spr7ctl equ $17a spr0pos equ $140 spr1pos equ $148 spr2pos equ $150 spr3pos equ $158 spr4pos equ $160 spr5pos equ $168 spr6pos equ $170 spr7pos equ $178 bltdpt equ $54 bltafwm equ $44 bltalwm equ $46 bltsize equ $58 bltcmod equ $60 bltbmod equ $62 bltamod equ $64 bltdmod equ $66 diwstart equ $8e ; Screen hardware registers. diwstop equ $90 ddfstart equ $92 ddfstop equ $94 bplcon0 equ $100 bplcon1 equ $102 col0 equ $180 col1 equ $182 col2 equ $184 col3 equ $186 col4 equ $188 col5 equ $18a col6 equ $18c col7 equ $18e col8 equ $190 col9 equ $192 col10 equ $194 dmacon equ $96 dmaconr equ $002 intenar equ $01c intena equ $09a intreq equ $09c intreqr equ $01e intreqrl equ $01f bpl1pth equ $e0 bpl1ptl equ $e2 bpl2pth equ $e4 bpl2ptl equ $e6 bpl3pth equ $e8 bpl3ptl equ $ea bpl4pth equ $ec bpl4ptl equ $ee bpl5pth equ $f0 bpl5ptl equ $f2 bpl6pth equ $f4 bpl6ptl equ $f6 bpl7pth equ $f8 bpl7ptl equ $fa bpl8pth equ $fc bpl8ptl equ $fe spr0pth equ $120 spr0ptl equ $122 spr1pth equ $124 spr1ptl equ $126 spr2pth equ $128 spr2ptl equ $12a spr3pth equ $12c spr3ptl equ $12e spr4pth equ $130 spr4ptl equ $132 spr5pth equ $134 spr5ptl equ $136 spr6pth equ $138 spr6ptl equ $13a spr7pth equ $13c spr7ptl equ $13e stt: jsr stuff move.w #$20,$dff1dc move.l #blankcop,$dff080 jsr _InitPlayer move.l #MUSNAME,a0 jsr _LoadModule move.l d0,MUSADDR move.l d0,a0 jsr _InitModule move.l MUSADDR,a0 jsr _PlayModule wt: btst #6,$bfe001 bne.s wt jsr _StopPlayer jsr _RemPlayer move.l MUSADDR,a0 jsr _UnLoadModule move.l old,$dff080 move.w #$f8e,$dff1dc rts MUSADDR: dc.l 0 MUSNAME: dc.b 'ab3:sounds/abreed3d.med',0 even include 'ab3:source_4000/loadmod.a' include 'ab3:source_4000/proplayer.a' stuff: Lea gfxname(pc),a1 Moveq.l #0,d0 Move.l $4.w,a6 Jsr -$228(a6) Move.l d0,gfxbase Move.l d0,a6 Use As Base Reg Move.l 34(a6),oldview move.l 38(a6),old rts oldview: dc.l 0 old: dc.l 0 gfxbase: dc.l 0 gfxname dc.b "graphics.library",0 even section blah,code_c blankcop: dc.w diwstart,$2c81 ; Top left corner of screen. dc.w diwstop,$2cc1 ; Bottom right corner of screen. dc.w ddfstart,$38 ; Data fetch start. dc.w ddfstop,$b8 ; Data fetch stop. dc.w bplcon0,$6201 dc.w bplcon1 dc.w $0 dc.w $106,$c40 TITLEPALCOP: val SET $180 REPT 32 dc.w val,0 val SET val+2 ENDR dc.w $106,$2c40 val SET $180 REPT 32 dc.w val,0 val SET val+2 ENDR dc.w $108,0 dc.w $10a,0 dc.w bpl1ptl ts1l: dc.w 0 dc.w bpl1pth ts1h: dc.w 0 dc.w bpl2ptl ts2l: dc.w 0 dc.w bpl2pth ts2h: dc.w 0 dc.w bpl3ptl ts3l: dc.w 0 dc.w bpl3pth ts3h: dc.w 0 dc.w bpl4ptl ts4l: dc.w 0 dc.w bpl4pth ts4h: dc.w 0 dc.w bpl5ptl ts5l: dc.w 0 dc.w bpl5pth ts5h: dc.w 0 dc.w bpl6ptl ts6l: dc.w 0 dc.w bpl6pth ts6h: dc.w 0 dc.w $ffff,$fffe