ùúùúÿñp‡ÿñp‡ <ÿñp‡ÿñp‡ÿñp‡ÿñp‡ÿñp‡ÿñp‡ ;Z;Q;og ST... PENETRATE: equ 3 TIMESHOW: equ 13 TRIPLE1: equ 14 TRIPLE2: equ 15 LOOK1: equ 16 LOOK2: equ 17 SBACK1: equ 18 SBACK2: equ 19 WEAPSUB: equ 20 LIV1: equ 23 LIV2: equ 24 AIR: equ 25 FRG1: equ 26 FRG2: equ 27 THR_K: equ 28 FUEL_TNK: equ 29 AMMO_TNK: equ 30 RELOAD1: equ 9 RELOAD2: equ 10 ENERGY_M: equ 31 SHOTS_W: equ 4 PL2_tD: equ 33 FAST: equ 34 L_PAUS: equ 35 KROCK_FX: equ 36 WCOLLFIX: equ 37 SPGUID1: equ 38 SPGUID2: equ 39 SFX1B: equ 40 SFX2B: equ 41 GLAPP1: equ 42 GLAPP2: equ 43 RECORD1: equ 44 ASK_UNFAIR: equ 45 ;no=0,yes=2,longw TSCMDS: equ 46 SINGLE: equ 47 FLIPP: equ 48 PREFS_FIL: equ 49 SCREEN_MODE: equ 50 J_DELAY: equ 51 KEY_B: equ 52 REKYL: equ 53 SMART_M: equ 54 BENEFACTOR: equ 55 IGNORE_PL2: equ 56 MULTIS: equ 57 BONUS_PODS: equ 58 INVIS1: equ 59 INVIS2: equ 60 W: equ $10000 GFP_VERSION: equ $47465006 ;'GFP',6 section menyer,code ule: move.l d0,prev move.l d0,mainmenu move.l d0,qqq1 move.l d0,qqq2 move.l d0,qqq3 ; move.l d0,qqq4 move.l d0,qqq5 ; move.l d0,qqq6 move.l d0,qqq7 ; move.l d0,qqq8 ; move.l d0,qqq9 ; move.l d0,qqq10 ; move.l d0,qqq11 ; move.l d0,qqq12 ; move.l d0,qqq13 ; move.l d0,qqq14 move.l d0,qqq15 ; move.l d0,qqq16 move.l d0,qqq17 move.l d0,qqq18 move.l d0,qqq87 move.l d0,qqq51 move.l d0,imain move.l d1,stat_adr lea Menyadrs,a0 lea Bildstruct,a1 move.l #instr_meny,d0 move.l #pl2_hl,d1 move.l #ch_fusk,d2 move.l #dis2m,d3 move.l #ask_u_act,d4 move.l #scr_mode,d5 rts dc.b '$VER: GPX_M.DAT 950406',10,0 even Menyadrs: dc.l prefs,posi_plats,save_kod,use_prefs save_menys: dc.l cheatmeny,shotsmeny,worldm,envm,envm2,back1 dc.l back2,cann1,cann2,pl1prefs,pl2prefs,col1m,col2m,hidden dc.l miscm,prefs,worldm2 dc.l 0 use_prefs: ;a4=adr till menyadrs move.l (PREFS_FIL*4)(a4),a3 cmp.l #GFP_VERSION,(a3)+ bne.w .nehepp lea save_menys,a0 .fixm: move.l (a0)+,a1 cmp.l #0,a1 beq.w .nehepp move.l 4(a1),d0 addq.l #1,d0 mulu #20,d0 add.l #12,d0 move.l (a3)+,(a1,d0) move.l (a3)+,4(a1,d0) lea (a1,d0),a2 move.l 4(a1),d7 addq.l #8,a1 moveq #0,d6 .procn: move.l 16(a1),d2 ext.l d2 asl.l #2,d2 move.l (a4,d2),a6 move.w (a1),d0 beq.s .mat subq.w #1,d0 move.b (a2,d0.w),d1 cmp.b d1,d6 bne.s .next move.l 8(a1),d0 move.l 12(a1),d1 cmp.b #1,d0 bne.s .n1 move.l d1,(a6) .n1: cmp.b #213,d0 beq.s .j2 cmp.b #2,d0 bne.s .n2 .j2: move.w d1,(a6) .n2: cmp.b #3,d0 bne.s .next move.b d1,(a6) bra.s .next .mat: cmp.l #5,8(a1) bne.s .next moveq #0,d0 move.w 14(a1),d0 moveq #0,d1 move.w (a3),12(a1) move.w (a3)+,d1 mulu d1,d0 swap d0 move.w d0,(a6) .next: add.l #20,a1 addq.l #1,d6 dbf d7,.procn bra.w .fixm .nehepp: rts save_kod: ;a4 pekar på menyadrs move.l (PREFS_FIL*4)(a4),a3 move.l #GFP_VERSION,(a3)+ lea save_menys,a0 .fixm: move.l (a0)+,a1 cmp.l #0,a1 beq.w .nehepp move.l 4(a1),d0 addq.l #1,d0 mulu #20,d0 add.l #12,d0 move.l (a1,d0),(a3)+ move.l 4(a1,d0),(a3)+ lea (a1,d0),a2 move.l 4(a1),d7 addq.l #8,a1 moveq #0,d6 .procn: move.l 16(a1),d2 ext.l d2 asl.l #2,d2 cmp.l #5,8(a1) bne.s .next move.w 12(a1),(a3)+ .next: add.l #20,a1 addq.l #1,d6 dbf d7,.procn bra.s .fixm .nehepp: rts ;- - - - - - - - - cheatmeny: dc.l cheatt,11 dc.l 60,60,2,250,Liv1 dc.l 60,69,2,250,Liv2 dc.l 60,96,1,0,GLAPP1 dc.l 60,105,5,$000000ff,GLAPP1 dc.l 60,114,5,$000000ff,GLAPP2 dc.l 60,132,2,0,J_DELAY dc.l 60,141,2,5,J_DELAY dc.l 60,150,2,15,J_DELAY dc.l 60,159,2,40,J_DELAY dc.l $10000+60,179,2+256,1,TIMESHOW dc.l $10000+60,188,2+256,0,TIMESHOW dc.l 15,225,0 qqq15: dc.l 0,0 dc.l 0 dc.b 10,0,0,0,0,0,0,0 CheatT: dc.b '¹y',30,'¹D¹z¹f4Are we Cheating?¹n¹b',60,60 dc.b '250 lives to Player 1',10 dc.b '250 lives to Player 2',10,10,10 dc.b 'No Glappkontakt',10 dc.b 'Glappkontakt Ply 1',10 dc.b 'Glappkontakt Ply 2',10,10 dc.b 'No Joystick Delay',10 dc.b '5 Frames Delay',10 dc.b '15 Frames Delay',10 dc.b '40 Frames Delay',10 dc.b '¹y',179,'¹f3TimeShow ON',10,'TimeShow OFF',10 dc.b '¹b',15,225,'¹f7OK, back to Main Menu now!',0 even FStatmeny: dc.l FSnixT,11 dc.l 60,60,201,4,1 dc.l 60,69,201,16,1 dc.l 60,78,201,20,1 dc.l 60,87,201,24,1 dc.l 60,96,201,8,15000 dc.l 60,105,201,12,10000 dc.l 60,123,201,4,-1 dc.l 60,132,201,16,-1 dc.l 60,141,201,20,-1 dc.l 60,150,201,24,-1 dc.l 60,159,201,8,-15000 dc.l 60,168,201,12,-10000 dc.l Fstatmeny,0,0 FSnixT: dc.b '¹y',30,'¹d¹z¹f4Change Stats¹n' dc.b '¹b',60,60 dc.b '¹f1Sub Played Match',10,'Sub Time Started' dc.b 10,'Sub Match >20 sec',10,'Sub Race' dc.b 10,'Sub 5 minutes time',10,'Sub 10000 shots',10,10 dc.b '¹f3Add Played Match',10,'Add Time Started' dc.b 10,'Add Match >20 sec',10,'Add Race' dc.b 10,'Add 5 minutes time',10,'Add 10000 shots' even ltmeny: dc.l ltT,0 dc.l 15,225,0 qqq5: dc.l 0,0,0,0,0 ltT: dc.b '¹y',30,'¹d¹z¹f6THE LT-INFO SCREEN!!!¹n¹b',10,80 dc.b '¹f2 This fantastic super mega advanced font combines L and T ' dc.b 'in a very nice way. Just look at this...',10,10 dc.b '¹z¹f4LTLTLTLTLTLTLTLTLTLTLTLTLT¹b',15,225,'¹f7So What?',0 even ; --------------------------------------- smilemeny: dc.l smilet,0 dc.l 15,225,0,smilemeny,0,0,0,0 smilet: dc.b '¹y',30,'¹d¹z¹f4THE SMILEY-SCREEN!¹n¹b',10,60 dc.b '¹z¹f2Look at this quite advanced smiley:',10,10,10,10 dc.b '¹D¹z¹f7O +-230 KB',10 dc.b '¹x',10,' Level Area:¹r',140,'4 bpl, 336*1008',10 dc.b '¹x',10,' Max On-Screen Colors:¹r',140,'>60',10 dc.b '¹x',10,' Joystick reading:¹r',140,'100 times/sec' dc.b '¹x',10,10,10 dc.b '¹g' even stat_adr: dc.l 0 dc.b '¹b',15,225,'¹f7OK!¹x',90,'¹f1Clear Statistics',10 dc.b "Remove Todays' Playing",0 even ;- - - - - - - - - About: dc.l AboutT,0 dc.l 15,225,0,Instr_meny,0 dc.l 0,0,0 AboutT: dc.b '¹y',30,'¹D¹z¹f1*** About GP ***¹n¹b',10,60 dc.b '¹f2Once upon a time Gravity Force 2 was FreeWare. It' dc.b ' still is, but this version (1.20) which is ' dc.b 'called Gravity Power is CoverWare,' dc.b ' which means that Amiga Power only is allowed to spread' dc.b " it. This means that you can't get this version from " dc.b "us.",10,10,"¹f3We hope that you'll enjoy the game." dc.b '¹b',15,225,'¹f7OK',0 even ;- - - - - - - - - Instr: dc.l InstrT,1 dc.l 140,225,0,Instr2,0 dc.l 15,225,0,Instr_meny,0 dc.l 0,0,0 InstrT: dc.b '¹y',30,'¹D¹z¹f2*** Instructions ***¹n¹b',15,55 dc.b '¹z¹f6The Goal!',10,10 dc.b '¹x',10,'¹f2The Goal of the game is to kill the other player.',10 dc.b "Nothing more, nothing less. But that's enough.",10,10 dc.b '¹z¹f6How!?',10,10,'¹x',10 dc.b '¹f2This is how you control your ship:',10,10 dc.b '¹f4¹x',25,'Arrow Left, Joy Left -¹r',138,'Rotate Left¹x',25,10 dc.b 'Arrow Right, Joy Right -¹r',138,'Rotate Right¹x',25,10 dc.b 'Arrow Up, Space, Joy Up -¹r',138,'Fire Cannon¹x',25,10 dc.b 'Arrow Down, Joy Down -¹r',138,'Special Effect¹x',25,10 dc.b 'Shift, Return, Fire -¹r',138,'Thrust¹x',10,10,10,"¹f2If you aren't a GF-fan, you" dc.b ' might find flying difficult.',10,"Don't give up, when you" dc.b " have learned it you'll like it!" dc.b '¹b',15,225,'¹f7Back¹x',140,'Next',0 even Instr2: dc.l InstrT2,1 dc.l 140,225,0,Instr3,0 dc.l 15,225,0,Instr,0 dc.l 0,0,0 InstrT2: dc.b '¹y',30,'¹D¹z¹f2*** Instructions ***¹n¹b',15,50 dc.b '¹z¹f6Kill?¹x',10,10,'¹f2You kill your opponent by¹p:¹x',50,10,'a) shooting him',10 dc.b 'b) knocking him into a wall',10,'c) using your Special Weapon',10,'d) waiting for him to die by himself' dc.b 10,10,'¹z¹f6Knocking?¹x',10,10,'¹f2Ram him at full speed. That ought to do it!',10 dc.b 10,'¹z¹f6Environment¹x',10,10,'¹f4Shooters¹p:¹r',156,'¹f2Small things' dc.b ' which shoot at you.',10,'¹r',156,'Shoot back! But some of them are indestructible...¹x',10,10,10 dc.b '¹f4Magnets¹p:¹r',156,'¹f2Nasty things that attract you!',10 dc.b '¹r',156,"They can't be destroyed, so save your ammo." dc.b '¹b',15,225,'¹f7Previous¹x',140,'Next',0 even Instr3: dc.l InstrT3,1 dc.l 140,225,0,Instr_meny,0 dc.l 15,225,0,Instr2,0 dc.l 0,0,0 InstrT3: dc.b '¹y',30,'¹D¹z¹f2*** Instructions ***¹n¹b',10,50 ; ' ' dc.b '¹f4Water¹p:¹r',156,'¹f2Water is not dangerous, but slows you down.',10,'¹r',156 dc.b 'Your ship floats and is independent of oxygen.¹x',10,10,10 dc.b '¹f4Mines¹p:¹r',156,'¹f2On some levels there are hidden mines.',10,'¹r',156 dc.b 'Watch out! They are extremely dangerous!¹x',10,10,10 dc.b '¹f4Pickup pods¹p:¹r',156,'¹f2The letter on the pod shows which',10,'¹r',156 dc.b 'attribute it improves. L means an extra life.¹x',10,10,10 dc.b '¹f4Cannons¹p:¹r',156,'¹f2Cannons are target-seeking and are often',10,'¹r',156 dc.b 'placed at strategical positions to defend something.¹x',10,10,10 dc.b '¹z¹f6In-Game Keys¹x',10,10,10,'¹f4ESC¹x',21,'¹f2Quits the dogfight. Nobody wins.',10 dc.b '¹x',10,'¹f4
¹x',21,'¹f2Pauses the game.¹p¹p¹pRestart with
or any Joybutton.',10
dc.b '¹x',10,'¹f4¹x',21,'¹f2Toggles Slow-Motion Mode On/Off.'
dc.b '¹b',15,225,'¹f7Previous¹x',140,'OK!',0
even
;- - - - - - - - -
Spec:
dc.l SpecT,1
dc.l 140,225,0,Spec2,0
dc.l 15,225,0,pl_info,0
dc.l 0,0,0
SpecT:
dc.b '¹y',30,'¹d¹z¹f5Info: Special Effects¹n¹b',10,63
; ' '
dc.b '¹f7 Special Effects are activated by pulling joystick',10
dc.b 'down for about 0.3 second.',10,10
dc.b '¹f6Bomb.¹i |',10,'¹f2This is a high-explosive free fall bomb. '
dc.b 'Drop the Bomb when you are close your enemy, when '
dc.b 'he is parked on the ground or after a knock.¹i|',10,10,'¹x',10,'¹f6Missile.',10
dc.b '¹f2 A non-intelligent high-speed powerful missile.',10,10
dc.b '¹f6Guided Missile.',10,'¹f2 A guided missile that self-destructs.',10,10
dc.b '¹f6Multiple shots.',10,'¹f2 16 shots spread in all angles, no need to aim!',10,10
dc.b '¹b',15,225,'¹f7Back¹x',140,'Next',0
even
Spec2:
dc.l SpecT2,2
dc.l 130,225,0,spec3,0
dc.l 15,225,0,spec,0
dc.l 15,224,0,Hidden,0
dc.l 0,0,0
SpecT2:
dc.b '¹y',30,'¹d¹z¹f5Info: Special Effects¹n¹b',10,60
; ' '
dc.b '¹f6Forward multidirectional shots.',10,'¹f2 A lot of shots spread 180 degrees.',10
dc.b ' Useful in close combat.',10,10
dc.b '¹f6Triple autocannon backwards.',10,'¹f2 Gives you protection against enemies behind you.',10,10
dc.b '¹f6Extra Ammo/Fuel.',10,'¹f2 Joy down to refill ammo/fuel.',10,10
dc.b '¹f6Super brakes.',10,'¹f2 Rather good brakes...',10,10
dc.b '¹f6Repulsion.',10,'¹f2 Returns you where you came from.',10,10
dc.b '¹f6Warp Speed.¹x',86,'Fast Reverse.',10,'¹x',10
dc.b '¹f2 Pretty fast!¹x',86,' Eh? Try it yourself!'
dc.b '¹b',15,225,'¹f7Previous¹x',130,'Next'
even
Spec3:
dc.l SpecT3,2
dc.l 130,225,0,pl_info,0
dc.l 15,225,0,spec2,0
dc.l 130,234,0
qqq1: dc.l 0,0,0,0,0
SpecT3:
dc.b '¹y',30,'¹d¹z¹f5Info: Special Effects¹n¹b',10,60
; ' '
dc.b '¹f6Remote-controlled bomb.',10,'¹f2 Pull up to detonate the bomb.',10,10
dc.b '¹f6AP-bomb.',10,'¹f2 Explodes a bit above the ground.',10,10
dc.b '¹f6Air mines.',10,'¹f2 Visible mines floating in the air.',10,10
dc.b '¹f6Invisible mines.',10,'¹f2 Invisible mines.',10,10
dc.b '¹b',15,225,'¹f7Previous¹x',130,'OK!',10,'Main Menu',0
even
;- - - - - - - - -
ICann:
dc.l ICT,1
dc.l 140,225,0,ICann2,0
dc.l 15,225,0,pl_info,0
dc.l 0,0,0
ICT:
dc.b '¹y',30,'¹d¹z¹f6Info: Cannon Effects¹n¹b',10,50
; ' '
dc.b '¹f6Exploding shots.',10,'¹f2 Shots that destroy things...',10,10
dc.b '¹f6Bouncing shots.',10,'¹f2 Funny shots that bounce off the walls.',10
dc.b ' More dangerous to you than to your enemy!',10,10
dc.b '¹f6No-Effect shots.',10,"¹f2 These shots don't damage the walls.",10,10
dc.b '¹f6Concentrated fire.',10,'¹f2 A nice straight stream of shots.',10,10
dc.b '¹f6Scattered showers.',10,'¹f2 About 30 degrees spreading.',10,10
dc.b '¹f6Sweeping fire.',10,'¹f2 Organized spreading.',10,10
dc.b '¹b',15,225,'¹f7Back¹x',140,'Next',0
even
ICann2:
dc.l ICT2,2
dc.l 130,225,0,pl_info,0
dc.l 15,225,0,ICann,0
dc.l 130,234,0
qqq2: dc.l 0,0,0,0,0
ICT2:
dc.b '¹y',30,'¹d¹z¹f6Info: Cannon Effects¹n¹b',10,50
; ' '
dc.b '¹f6Reload Time.',10,'¹f2 Default is about 0.12 sec.',10
dc.b ' ¹i |"Use for both players" copies the setting to '
dc.b "the other player. We want fair play, don't we?¹i|",10,10
dc.b '¹f6No Cannon.',10,'¹f2 For Knocking fights.',10,10
dc.b '¹f6Semi-Automatic Cannon.',10,'¹f2 Standard GF Cannon. Shake!',10,10
dc.b '¹f6Auto Cannon.',10,'¹f2 Improved Cannon. Real Fire-power!',10,10
dc.b '¹f6Single Shots.',10,'¹f2 One-directional fire.',10,10
dc.b '¹f6Triple Shots.',10,'¹f2 Three-directional fire.'
dc.b '¹b',15,225,'¹f7Previous¹x',130,'OK!',10,'¹x',130,'Main Menu',0
even
;- - - - - - - - -
ShotFX:
dc.l SFXT,0
dc.l 15,225,0,IPref,0
; dc.l 130,234,0
;qqq4: dc.l 0,0,0,0,0
dc.l 0,0,0
SFXT:
dc.b '¹y',30,'¹d¹z¹f5Info: Shot Effects¹n¹b',10,50
dc.b '¹f6Weight of shots.',10,'¹f2 ¹i |GF standard is Zero.'
dc.b ' We introduce Heavy shots, '
dc.b 'and you can set the weight as you wish.¹i|',10,10
dc.b '¹f6Penetrating shots.',10
dc.b '¹f2 ¹i |ON is default: Shots pass through players and '
dc.b "can't collide with other shots. This is a change from "
dc.b 'the original game because there are much more shots'
dc.b ' in the air nowadays.¹i|',10,10
dc.b '¹f6Recoil.',10
dc.b '¹f2 ¹i |Firing shots or missiles will give you a '
dc.b "push backwards. Mainly interesting when Auto-Cannon isn't "
dc.b 'used.¹i|',10,10
dc.b '¹f6Bomb/Missile Hit Area.',10
dc.b '¹f2 ¹i |Bombs and missiles are now set to explode when'
dc.b ' they are close to a player. This gauge controls how close.'
dc.b '¹b',15,225,'¹f7OK!¹',0
even
;- - - - - - - - -
Credits:
dc.l CredT,1
dc.l 140,225,0,Cred2,0
dc.l 15,225,0,instr_meny,0
dc.l 0,0,0
CredT: dc.b '¹y',30,'¹D¹z¹f6*** Credits ***¹n¹b',15,60
dc.b '¹z¹f5This is the complete list of people involved:¹x',37,10,10
dc.b '¹f4Coding...¹f2¹r',131,'Jens Andersson',10,'¹r',131,'Jan Kronqvist¹x',37,10,10
dc.b '¹f4Basic Idea and Name...¹f2¹r',131,'Kingsoft¹x',37,10,10
dc.b '¹f4Design...¹f2¹r',131,'Jens Andersson',10,'¹r',131,'Jan Kronqvist¹x',37,10,10
dc.b '¹f4GFX...¹f2¹r',131,'Jens Andersson',10,'¹r',131,'Jan Kronqvist',10,'¹r',131
dc.b 'Christer Masmanidis',10,'¹r',131,'Janne Warnstam',10,'¹r',131,'Kenny Stenmark',10,'¹r',131,'Zipper'
dc.b '¹b',15,225,'¹f7Back¹x',140,'Next',0
even
Cred2:
dc.l CredT2,1
dc.l 140,225,0,Cred3,0
dc.l 15,225,0,Credits,0
dc.l 0,0,0
CredT2: dc.b '¹y',30,'¹D¹z¹f6*** Credits ***¹n¹b',10,60
dc.b '¹f4Sound... (Own)',10,'¹x',15,'¹fE"Bingo"¹r',156,"¹fAJens' Cry (Not ripped!)¹x",15,10
dc.b '¹fE"Klank Ship-Ship"¹r',156,'¹fCA radiator being hit with',10,'¹r',156
dc.b 'an extension cord. :)¹x',15,10
dc.b'¹fE"Plask"¹r',156,'¹fAAn orange dropped in a coffee pot. :)¹x',15,10
dc.b'¹fE"Pssch"¹r',156,'¹fCOur startup-code as a sample. :)¹x',15,10
dc.b'¹fE"Tingeling (Race)"¹r',156,'¹fAA shaking pen in a glass.¹x',15,10
dc.b'¹x',10,10,'¹f4Sound... (Borrowed)',10,'¹x',15,'¹fE"Touchdown"¹r',156,'¹fCLemmingoids¹x',15,10
dc.b '¹fE"Shoot Sound"¹r',156,'¹fALemmingoids¹x',15,10
dc.b '¹fE"Bump"¹r',156,'¹fCST-??¹x',15,10
dc.b '¹fE"Bomb Explosion"¹r',156,'¹fABattleForce¹x',15,10
dc.b '¹fE"Pling (Race)"¹r',156,'¹fCGravityForce¹x',15,10
dc.b '¹b',15,225,'¹f7Previous¹x',140,'Next',0
even
Cred3:
dc.l CredT3,1
dc.l 140,225,0,instr_meny,0
dc.l 15,225,0,Cred2,0
dc.l 0,0,0
CredT3: dc.b '¹y',30,'¹D¹z¹f6*** Credits ***¹n¹b',10,60
dc.b '¹f4Beta-Testing...¹x',54
dc.b '¹f2Anders K, Anders N, Canto, David, '
dc.b 'Dulla, G, Goofy, Henrik, Janne, Jan, '
dc.b 'Jens A, Jens B, Johan, Kenny, Klintin, '
dc.b 'Kristina, Lulle, Lyning, Magnus G, Magnus N, '
dc.b 'Niklas, Patrik, Peter Punkare, Persson, '
dc.b 'Robert, Tomas and Österling.',10,10
dc.b "I guess that's all of them.¹x",10,10,10
dc.b '¹z¹f4Thanx!',10,'¹z(Especially Dulla for the Shock Wave Idea,',10
dc.b '¹zTomas for ripping Original GF-levels.)',10
dc.b '¹b',15,225,'¹f7Previous¹x',140,'OK!',0
even
bildstruct:
dc.l 5
dc.l Gp_logo-4
dc.l bitslogo-4
dc.l pentagram-4
dc.l smileule-4
dc.l ioutside-4
;- - - - - - - - -
section snixdata,data_c
ch_fusk:
dc.b 'stiderc',0
dc.l credits
dc.b 0,'statsxif',0
even
dc.l Fstatmeny
dc.b 0,'elims',0
even
dc.l Smilemeny
dc.b 0,'rewopagima',0
even
dc.l apower
dc.b 0,'ofnielims',0
even
dc.l Smileinfo
dc.b 0,'tl wohs',0
even
dc.l ltmeny
dc.b 0,'niam',0
even
qqq7: dc.l 0
dc.b 0,'unem taehc',0
even
dc.l cheatmeny
dc.b 0,126,0
even
dc.l instr_meny
dc.b 0,'tsaf',0
even
dc.l EnvM
dc.b 4
dc.b 0,'0',0
even
qqq87: dc.l 0
dc.b 0,'1',0
even
dc.l pl1prefs
dc.b 0,'2',0
even
dc.l pl2prefs
dc.b 0,'3',0
even
dc.l shotsmeny
dc.b 0,'4',0
even
dc.l worldm
dc.b 0,'5',0
even
dc.l envm
dc.b 0,'6',0
even
dc.l stats
dc.b 0,'sferp',0
even
dc.l prefs
dc.b 0,'sopysopx',0
even
dc.l posM
dc.b 0,-1
section ule_logo,data
even
; dc.w 0
; dc.b 14,68,124,3 ;bytes bred,xpos,höjd,ypos
;gf_logo:
; incbin "dh1:gfx/gf2/gf-logo.bmap"
dc.w 0
dc.b 16,44,93,35
gp_logo:
incbin "dh1:gfx/gf2/power.bmap"
dc.b 16,44,80,47
bitslogo:
incbin "dh1:gfx/gf2/bitslogo.bmap"
dc.b 16,45,123,4
pentagram:
incbin "dh1:gfx/gf2/pentagram.bmap"
dc.b 14,61,107,20
smileule:
incbin "dh1:gfx/gf2/smile.bmap"
dc.b 18,30,95,33
iOutside:
incbin "dh1:gfx/gf2/iOUTSIDE.bmap"
section posip,bss
posi_plats: ds.l 4
;Prog END...