* 1233 140384 * * ** TABLES.S ** ** ASTEROIDS FOR THE ATARI 3600 ** ** THIS FILE CONTAINS TABLE DATA STORAGE ** * LOWZONE: .DC.B GAMEDL12 & 255,GAMEDL11 & 255,GAMEDL10 & 255,GAMEDL09 & 255 .DC.B GAMEDL08 & 255,GAMEDL07 & 255,GAMEDL06 & 255,GAMEDL05 & 255 .DC.B GAMEDL04 & 255,GAMEDL03 & 255,GAMEDL02 & 255,GAMEDL01 & 255 HIGHZONE: .DC.B GAMEDL12 >> 8,GAMEDL11 >> 8,GAMEDL10 >> 8,GAMEDL09 >> 8 .DC.B GAMEDL08 >> 8,GAMEDL07 >> 8,GAMEDL06 >> 8,GAMEDL05 >> 8 .DC.B GAMEDL04 >> 8,GAMEDL03 >> 8,GAMEDL02 >> 8,GAMEDL01 >> 8 * * ROM COPY OF DISPLAY LIST LIST TABLE. DOWNLOADED INTO RAM, WHICH IS FASTER DLLTAB: .DC.B $0F .DC.B BLANKDL >> 8,BLANKDL & 255 ;16 BLANK LINES .DC.B $07 .DC.B BLANKDL >> 8,BLANKDL & 255 ;8 BLANK LINES .DC.B $4F .DC.B GAMEDL01 >> 8,GAMEDL01 & 255 ;START OF SCREEN .DC.B $4F .DC.B GAMEDL02 >> 8,GAMEDL02 & 255 .DC.B $4F .DC.B GAMEDL03 >> 8,GAMEDL03 & 255 .DC.B $4F .DC.B GAMEDL04 >> 8,GAMEDL04 & 255 .DC.B $4F .DC.B GAMEDL05 >> 8,GAMEDL05 & 255 .DC.B $4F .DC.B GAMEDL06 >> 8,GAMEDL06 & 255 .DC.B $4F .DC.B GAMEDL07 >> 8,GAMEDL07 & 255 .DC.B $4F .DC.B GAMEDL08 >> 8,GAMEDL08 & 255 .DC.B $4F .DC.B GAMEDL09 >> 8,GAMEDL09 & 255 .DC.B $4F .DC.B GAMEDL10 >> 8,GAMEDL10 & 255 .DC.B $4F .DC.B GAMEDL11 >> 8,GAMEDL11 & 255 .DC.B $4F .DC.B GAMEDL12 >> 8,GAMEDL12 & 255 .DC.B $01 .DC.B BLANKDL >> 8,BLANKDL & 255 ;2 BLANK LINES: WAIT FOR LINE RAM .DC.B $8F .DC.B BLANKDL >> 8,BLANKDL & 255 ;16 BLANK LINES WITH A DLI .DC.B $08 .DC.B BLANKDL >> 8,BLANKDL & 255 ;9 BLANK LINES * * COLORS: .DC.B $00,$00,$FD,$F5 ;PALLETTE 0 SHIP (0,FLAME,BODY,DJAG) .DC.B $00,$00,$9D,$95 ;PALLETTE 1 SHIP2 .DC.B $00,$8A,$71,$46 ;PALLETTE 2 UFOS .DC.B $00,$0F,$07,$E5 ;PAL 3 STARS (WHITE, GREY, GREEN) .DC.B $00,$0A,$06,$04 ;PAL 4 ROCKS 1 (GREY) .DC.B $00,$D7,$D4,$D1 ;PAL 5 ROCKS 2 (BLUE GREEN) .DC.B $00,$39,$24,$21 ;PAL 6 ROCKS 3 (BROWN/ORANGE) .DC.B $00,$B6,$B3,$B0 ;PAL 7 ROCKS 4 (BLUE) PALTAB: .DC.B $9D,$BD,$DD,$FD,$9D,$BD .DC.B $DD,$FD,$9D,$BD,$DD,$FD .DC.B $9D,$BD,$DD,$FD,$9D,$BD .DC.B $DD,$FD,$9D,$BD,$DD,$FD .DC.B $1E,$5E,$7F,$7F,$7F,$7F .DC.B $7F,$7F,$3E * BODY HUE OF EACH SHIP BODYHUES: .DC.B $F0,$90 * ICON TABLE ICONACYC: .DC.B NAMEA&255,NAMES&255,NAMET&255,NAMEE&255,NAMER&255,NAMEO&255 .DC.B NAMEI&255,NAMED&255,NAMES2&255 .DC.B MCOPYR&255,MNOVICE&255,MINTER&255,MADVANCE&255,MEXPERT&255 .DC.B MONEPL&255,MTWOPL&255,MTEAMPL&255,MCOMPPL&255 .DC.B PLAY1MES&255,PLAY2MES&255,OVERMESS&255 .DC.B WINSMESS&255 .DC.B SHIP1&255,SHIP1&255,SHIP1&255,SHIP1&255,SHIP1&255,SHIP5&255 .DC.B SHIP13&255 ICONPALS: .DC.B $5A,$5C,$5C,$5C,$5C,$5C,$5E,$5C,$5A .DC.B $68,$79,$72,$76,$78,$74,$72,$75,$6D .DC.B $75,$75,$74 .DC.B $75 .DC.B $1E,$1E,$3E,$1E,$3E,$1E .DC.B $3E ICONXPOS: .DC.B 6,30,45,61,76,92,108,116,132 .DC.B 35,6,32,80,124,56,55,60,41 .DC.B $41,$41,$3F .DC.B $41 .DC.B $50,$50,$50,$30,$70,$30,$70 ICONYPOS: .DC.B 114,114,114,114,114,114,114,114,114 .DC.B 0,19,19,19,19,80,80,80,80 .DC.B 118,118,104 .DC.B 104 .DC.B 49,56,44,49,49,49,49 * TABLE OF SCORE VALUES: SM, MED, LG, OPPONENT SHIP, MR. BILL, SLUGGO LOSCOTAB: .DC.B $00,$50,$20,$00,$00,$00,$00,$00 HISCOTAB: .DC.B $01,$00,$00,$05,$10,$02,$00,$00 * COORDINATE OF SHIP'S NOSE; USED AS STARTING POS FOR SHIP'S SHOTS. * NOTE: AS USUAL, THE Y COORDINATE IS 16-NOSEY, BECAUSE STAMPS ARE 16 HIGH, * AND WE MEASURE FROM THE TOP DOWN. SHNOSEX: .DC.B 3,4,5,6,6,6,5,4,3,2,1,0,0,0,1,2 SHNOSEY: .DC.B 14,13,12,10,9,8,6,5,4,5,6,8,9,10,12,13 UNITVECT: UNITVCTX: .DC.B 0,2,3,4,5,4,3,2,0,-2,-3,-4,-5,-4,-3,-2 UNITVCTY: .DC.B 7,6,5,2,0,-2,-5,-6,-7,-6,-5,-2,0,2,5,6 HUNTVECT: HUNTVCTX: .DC.B 0,0,0,0,0,0,0,0,0,-1,-1,-1,-1,-1,-1,-1 HUNTVCTY: .DC.B 0,0,0,0,0,-1,-1,-1,-1,-1,-1,-1,0,0,0,0 MAXVECT: MAXVECTX: .DC.B 0,11,24,31,32,31,24,11,0,-11,-24,-31,-32,-31,-24,-11 MAXVECTY: .DC.B 51,48,25,11,0,-11,-25,-48,-51,-48,-25,-11,0,11,25,48 ENDTBL: .DS.B 0