****************************************************** ****************************************************** * * * ROBOTRON 6-JULY-83 * 18-JULY-83 3:30 * 23-AUGUST-83 12:30 * * * RDATA.S * ****************************************************** * * ROBOTRON DATA * ******************* * * THIS FOLLOWS RSOUNDS.S IN MEMORY... NO ORG NEEDED * ****************************************** ****************************************** * * MISCELLANEOUS TABLES * ****************************************** * * MOVTBL -- POINTS TO VARIOUS ROUTINES TO HANDLE * MOVING EACH DIFFERENT TYPE OF OBJECT * POINTERS ARE ADDRESSES IN LOW,HIGH FORMAT * THE 14 OBJECT TYPES: MOVTBL DW GMOV ;GRUNTS DW FMOV ;MOMMIES DW FMOV ;DADDIES DW FMOV ;MIKEYS DW HMOV ;HULKS DW SQMOV ;SPHEROIDS DW SQMOV ;QUARKS DW ETMOV ;ENFORCERS DW ETMOV ;TANKS DW BMOV ;BRAINS DW PMOV ;PROGS DW MMOV ;ENFORCER MISSILES DW MMOV ;CRUISE MISSILES DW MMOV ;TANK MISSILES * ****************************************** * * STICKTBL -- FOR ANY OF THE 4-BIT DIR CODES, RETURN A 0-7 DIRECTION * STICKTBL DB $00 ;0 INVALID DB $00 ;1 INVALID DB $00 ;2 INVALID DB $00 ;3 INVALID DB $00 ;4 INVALID DB $05 ;5 SE DB $04 ;6 NE DB $02 ;7 E DB $00 ;8 INVALID DB $06 ;9 SW DB $07 ;A NW DB $03 ;B W DB $00 ;C INVALID DB $01 ;D S DB $00 ;E N DB $00 ;F NONE ****************************************** * * X,YDIRTBL - RETURN X AND Y INCREMENTS GIVEN A DIRECTION ( 0 - 7 ) * XDIRTBL DB $00 ;N DB $00 ;S DB $01 ;E DB $FF ;W DB $01 ;NE DB $01 ;SE DB $FF ;SW DB $FF ;NW YDIRTBL DB $FE ;N DB $02 ;S DB $00 ;E DB $00 ;W DB $FE ;NE DB $02 ;SE DB $02 ;SW DB $FE ;NW ****************************************** * * X,YDIRTBL4 -- FOR ANY OF THE 4-BIT DIR CODES, RETURN X OR Y INCREMENT * XDIRTBL4 DB $00 ;0 INVALID DB $00 ;1 INVALID DB $00 ;2 INVALID DB $00 ;3 INVALID DB $00 ;4 INVALID DB $01 ;5 SE DB $01 ;6 NE DB $01 ;7 E DB $00 ;8 INVALID DB $FF ;9 SW DB $FF ;A NW DB $FF ;B W DB $00 ;C INVALID DB $00 ;D S DB $00 ;E N DB $00 ;F INVALID * YDIRTBL4 DB $00 ;0 INVALID DB $00 ;1 INVALID DB $00 ;2 INVALID DB $00 ;3 INVALID DB $00 ;4 INVALID DB $02 ;5 SE DB $FE ;6 NE DB $00 ;7 E DB $00 ;8 INVALID DB $02 ;9 SW DB $FE ;A NW DB $00 ;B W DB $00 ;C INVALID DB $02 ;D S DB $FE ;E N DB $00 ;F INVALID * ****************************************** * * GSPTBL -- STARTING GRUNT SPEEDS FOR VARIOUS WAVES * DATA HERE IS FOR WAVES 1 TO 7, HIGHER WAVES USE #GSPMAX * ;SHOULD BE GSPTBL DB $A,$9,$8,$7,$6,$5,$4 GSPTBL DB $7F,$9,$8,$7,$6,$5,$4 GSPMAX EQU $4 ;MAXIMUM START-OF-RACK SPEED ****************************************** * * HSPTBL -- STARTING HULK SPEEDS FOR VARIOUS WAVES * DATA HERE IS FOR WAVES 1 TO 13, HIGHER WAVES USE #HSPMAX * HSPTBL DB $7,$F,$E,$D,$0,$C,$B,$A,$9,$0,$8,$7,$6 ;ZEROES := NO HULKS HSPMAX EQU $6 ;MAXIMUM START-OF-RACK SPEED ****************************************** * * SQBTTBL -- BASE TIMES UNTIL FIRST BIRTH FOR VARIOUS WAVES * DATA HERE IS FOR WAVES 1 TO 17, HIGHER WAVES USE #SQBTMAX * SQBTTBL DB 0,70,60,50,0,45,60,40,35,35 DB 35,50,32,32,32,32,39 SQBTMAX EQU 30 ****************************************** * * QSPTBL -- STARTING QUARK SPEEDS FOR VARIOUS WAVES * DATA HERE IS FOR WAVES 1 TO 13, HIGHER WAVES USE #QSPMAX * QSPTBL DB 0,0,0,0,0,0,6,0,0,0,0,5,0,0,0,0,4 QSPMAX EQU 3 ;MAXIMUM START-OF-RACK SPEED ****************************************** * * TSPTBL -- STARTING TANK SPEEDS FOR VARIOUS WAVES * DATA HERE IS FOR WAVES 1 TO 17, HIGHER WAVES USE #TSPMAX * TSPTBL DB $0,$0,$0,$0,$0,$0,$A,$0,$0,$0,$0,$9,$0,$0,$0,$0,$7 TSPMAX EQU $5 ;MAXIMUM START-OF-RACK SPEED ****************************************** * * BSTPBL -- STARTING BRAIN SPEEDS FOR VARIOUS WAVES * DATA HERE IS FOR WAVES 1 TO 15, HIGHER WAVES USE #BSPMAX * BSPTBL DB $C,$0,$0,$0,$A,$0,$0,$0,$0,$9,$0,$0,$0,$0,$7 BSPMAX EQU $6 ;MAXIMUM START-OF-RACK SPEED ****************************************** * * BSTTBL -- BASE BRAIN SHOT TIMER VALUES FOR VARIOUS WAVES * DATA HERE IS FOR WAVES 1 TO 15, HIGHER WAVES USE #BSTMAX * BSTTBL DB $0,$0,$0,$0,$C,$0,$0,$0,$0,$A,$0,$0,$0,$0,$8 BSTMAX EQU $7 ;MAXIMUM START-OF-RACK VALUE ****************************************** * * WAVETBL -- NUMBERS OF EACH OBJECT TO ALLOCATE FOR EACH WAVE * * THERE IS A BLOCK OF SIXTEEN BYTES FOR EACH WAVE, AS FOLLOWS: * * G, Mo, D, Mi, H, S, Q, E, T, B, P, Enf.M, Cr.M, TankM, ELECTRODES, UNUSED * * WAVETBL AA ;THIS IS JUST ANOTHER SYMBOL FOR WAVETBL - FOR EASY TYPING PRINT OFF * G Mo D Mi H S Q E T B P EM CM TM EL ?? *SHOULD BEDB 15,01,01,00,00,00,00,00,00,00,00,00,00,00,05,00 ;WAVE 01 DB 02,02,02,02,02,00,00,00,00,00,00,00,00,00,05,00 ;@@@ ;WAVE 01 DB 17,01,01,01,05,01,00,00,00,00,00,00,00,00,00,00 ;WAVE 02 DB 22,02,02,02,06,03,00,00,00,00,00,00,00,00,00,00 ;WAVE 03 DB 42,02,02,03,06,04,00,00,00,00,00,00,00,00,00,00 ;WAVE 04 DB 20,14,00,01,00,01,00,00,00,15,00,00,00,00,00,00 ;WAVE 05 DB 30,03,03,03,07,04,00,00,00,00,00,00,00,00,00,00 ;WAVE 06 DB 00,04,04,04,12,00,10,00,00,00,00,00,00,00,00,00 ;WAVE 07 DB 35,03,02,03,08,05,00,00,00,00,00,00,00,00,00,00 ;WAVE 08 DB 65,03,03,03,04,05,00,00,00,00,00,00,00,00,00,00 ;WAVE 09 DB 24,00,20,00,00,01,00,00,00,16,00,00,00,00,00,00 ;WAVE 10 DB 35,03,03,03,08,05,00,00,00,00,00,00,00,00,00,00 ;WAVE 11 DB 00,03,03,03,13,00,13,00,00,00,00,00,00,00,00,00 ;WAVE 12 DB 35,03,03,03,08,05,00,00,00,00,00,00,00,00,00,00 ;WAVE 13 DB 26,05,05,05,18,02,00,00,00,00,00,00,00,00,00,00 ;WAVE 14 DB 27,00,00,22,00,01,00,00,00,21,00,00,00,00,00,00 ;WAVE 15 DB 34,03,03,03,04,05,00,00,00,00,00,00,00,00,00,00 ;WAVE 16 DB 00,03,03,03,11,00,17,00,00,00,00,00,00,00,00,00 ;WAVE 17 DB 33,03,03,03,08,05,00,00,00,00,00,00,00,00,00,00 ;WAVE 18 DB 66,03,03,03,03,04,00,00,00,00,00,00,00,00,00,00 ;WAVE 19 DB 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00 ;WAVE 20 DB 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00 ;WAVE 21 DB 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00 ;WAVE 22 DB 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00 ;WAVE 23 DB 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00 ;WAVE 24 DB 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00 ;WAVE 25 DB 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00 ;WAVE 26 DB 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00 ;WAVE 27 DB 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00 ;WAVE 28 DB 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00 ;WAVE 29 DB 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00 ;WAVE 30 DB 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00 ;WAVE 31 DB 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00 ;WAVE 32 DB 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00 ;WAVE 33 DB 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00 ;WAVE 34 DB 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00 ;WAVE 35 DB 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00 ;WAVE 36 DB 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00 ;WAVE 37 DB 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00 ;WAVE 38 DB 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00 ;WAVE 39 DB 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00 ;WAVE 40 PRINT ON ****************************************** * * SCORETBL -- SCORE FOR EACH OBJECT WHEN SHOT * * SCORETBL DB $00,$00 ;OBJECT ZERO IS NULL DB $01,$00 ;1 GRUNT - 100 DB $00,$00 ;2 MOMMY - NOT APPLICABLE HERE DB $00,$00 ;3 DADDY - NOT APPLICABLE HERE DB $00,$00 ;4 MIKEY - NOT APPLICABLE HERE DB $00,$00 ;5 HULK - CAN'T BE DESTROYED DB $10,$00 ;6 SPHEROID - 1000 DB $10,$00 ;7 QUARK - 1000 DB $01,$50 ;8 ENFORCER - 150 DB $02,$00 ;9 TANK - 200 DB $05,$00 ;A BRAIN - 500 DB $01,$00 ;B PROG - 100 DB $00,$25 ;C ENFORCER MISSILE - 25 DB $00,$25 ;D CRUISE MISSILE - 25 DB $00,$25 ;E TANK MISSILE - 25 * * ****************************************** * * ZONE DATA TABLES * ****************************************** * ZONDLAL DB $00 ;ZONE DISPLAY LIST LOW ADDRESSES DB $80 DB $00 DB $80 DB $00 DB $80 ;6 DB $00 DB $80 DB $00 DB $80 DB $00 DB $80 ;12 * * ZONDLAH DB $1A ;ZONE DISPLAY LIST ADDRESSES HIGH DB $1A DB $1B DB $1B DB $1C DB $1C ;6 DB $1D DB $1D DB $1E DB $1E DB $1F DB $1F ;12 * * ZONLINE DB 00 ;ZONE START LINE NUMBER (YPOS) DB 16 DB 32 DB 48 DB 64 DB 80 ;6 DB 96 DB 112 DB 128 DB 144 DB 160 DB 176 ;12 (TO 192) * * * ZONOBJLL DB $B0 ;ZONE OBJECT LIST ADDRESSES (LOW) DB $CC DB $E8 DB $04 DB $20 DB $3C ;6 DB $58 DB $74 DB $90 DB $AC DB $C8 DB $E4 ;12 * * ZONOBJLH DB $18 ;ZONE OBJECT LIST ADDRESSES (HIGH) DB $18 DB $18 DB $19 DB $19 DB $19 ;6 DB $19 DB $19 DB $19 DB $19 DB $19 DB $19 ;12 * * * FREEMSK -- MASKS FOR SETTING/UNSETTING DLIST FREE LIST ENTRIES * * FREEMSK DB $80 DB $40 DB $20 DB $10 DB $08 DB $04 DB $02 DB $01 ****************************** * * * SOUND DATA * * * ****************************** * * NUMBERS (PRIORITY OF EACH SOUND) NOTSOUND EQU 0 GULPSND EQU 1 MCDIESND EQU 2 * * TABLES POINTING TO DATA: * ( START WITH SOUND # 1 ) DUR ;# OF FRAMES BETWEEN SOUND REGISTER CHANGES FOR EACH SOUND DB 1,1 SCNTRLS ;AUDC0/1 TO USE FOR EACH SOUND DB $44,$44 LENGTH ;LENGTH OF SOUND TABLES - # BYTES OF V'S OR F'S FOR EACH SOUND DB 6,6 LVTABL ;LOW BYTES OF VOLUMES FOR EACH SOUND DB L(GULPVOL),L(MCDIEVOL) LFTABL ;LOW BYTES OF FREQUENCIES FOR EACH SOUND DB L(GULPFRQ),L(MCDIEFRQ) * * ACTUAL SOUND DATA TABLES: THIS SHOULD NOT CROSS A PAGE BOUNDARY * SOUNDS: GULPFRQ DB 1,2,3,4,5,6 GULPVOL DB 9,8,7,6,5,4 MCDIEFRQ DB 5,5,5,5,5,5 MCDIEVOL DB 4,4,4,4,4,4 ******************************************************************************** ******************************************************************************** ******************************************************************************** * END OF RDATA.S * * THIS ALSO THE END OF CONGLOMERATE FILE ROB.S * RSTAMPS.S MUST BE ASSEMBLED SEPERATELY AND LINKED * * THE END