3313
JEU -> Réflexion
© _Public_Domain_ (2003)
 
 
 
Stack 'n' Smile
cpc
 
 

NOTICE / MANUAL

TXT (2)

NOTICE TEXTE n° 1 (4.72 Ko)

STACK 'n' SMILE (c) Nicholas Campbell 2003 -------------------------- Stack 'n' Smile is my entry for the 2003 1K Minigame Competition. I actually started work on it back in mid-August, but left it alone for a long time when I believed that it was going to be impossible to fit the game into 1K. With the competition deadline closing in, though, I worked on the game again, sadly having to sacrifice certain things (namely a rather nice sprite generation routine, and the sprites themselves). But I did manage to fit it into 1K, and overall, I'm very happy with the finished game. I hope you enjoy it as well. Loading and Playing Stack 'n' Smile ----------------------------------- So, how do you play Stack 'n' Smile? To load the game, insert the DSK file containing the game into your Amstrad CPC emulator. (Obviously, if you're using a real CPC, you won't need to do this.) Then type RUN"STACK" and press the RETURN key. This will load the game, which will start immediately after it has loaded; there was no room to include a "press a key" message or anything like that, unfortunately. Stack 'n' Smile is a very simplified version of UBI Soft's excellent game Pick 'n' Pile, which is one of my favourite games for the Amstrad CPC. You must swap bricks around so that they form columns at least three bricks high, all of which are the same colour. (Originally, I intended the game to use balls instead of bricks, and for the balls to roll down the screen, but a lack of space meant that I couldn't do that, so I changed them to bricks because bricks will stack on top of each other nicely.) When you do this, the column(s) will be removed. When you remove a column, more bricks will fall from the top of the screen, so it's impossible to remove all of the bricks and complete the game! There is also a time limit of five minutes; when your time runs out, the border turns red and the message "OUT OF TIME!" appears on the screen. To have another go, press any key. You score 10 points for each brick you remove from a column. Unlike Pick 'n' Pile, there are no special multiplier or bonus bricks to give you extra points and collect gems; it's a 1K game, remember? Other features missing from Stack 'n' Smile that were present in Pick 'n' Pile are a jolly title tune, sound effects, multi-coloured sprites, monsters that decrease your time fast, bombs, levels, and speed - because it doesn't use proper sprites and relies on the standard text routines provided by the Amstrad CPC's firmware, it's a bit slow, especially at the start of the game when lots of bricks are falling down the screen. Despite this, I think Stack 'n' Smile is quite a nice, playable game, when one considers that it occupies only 1 kilobyte of memory. The keys are: Q - move cursor up A - move cursor down I - move cursor left O - move cursor right SPACE - select and swap bricks I hope you enjoy the game. I didn't call it Stack 'n' Smile for no reason, after all! Assembling the Game ------------------- The source code for Stack 'n' Smile is intended for use with Exodus' Turbo-Ass, which is my assembler of choice. It's heavily commented and documented to allow Z80 beginners and experts alike to understand it easily. If you want to try assembling the source code yourself, get Turbo-Ass from NVG's Amstrad CPC archive (< ftp://ftp.nvg.ntnu.no/pub/cpc/ > - it's in the utils/cpc directory), then do the following: * Load Turbo-Ass by inserting the relevant DSK file or disc. * Type RUN"TASS128K" and press RETURN. You should see a black screen with some text at the bottom. * Press ESC, and then L, to load a file. * Insert the DSK file or disc containing the Stack 'n' Smile source code. * Type STACK.ASM and press RETURN. You should see the source code on the screen after it has finished loading. * Press ESC, and then 3, to assemble the source code. This will save the file STACK to the disc. This file will actually be longer than 1K, because there are 25 bytes used to store various things by the game. However, they may be left out, and if the file is saved again, it will be exactly 1K in size, including the header. * Press ESC, and then 1, to quit Turbo-Ass. If you need any more information on how to use Turbo-Ass, load the help file TURBOASS.ENG which is stored on the Turbo-Ass disc. Copying ------- You are allowed to copy Stack 'n' Smile, with or without the source code, although I'd prefer it if you did include it. You should also include this text file with the game. Nicholas Campbell, 28th September 2003, 10:17pm e-mail : nich < AT > durge < DOT > org website: < http://users.durge.org/~nich/ >
 

NOTICE TEXTE n° 2 (28.47 Ko)

;STACK 'n' SMILE - an entry for the 2003 1K Minigame Competition ;by Nich Campbell 11th August to 28th September 2003 ;The assembler may claim that the game is more than 896 ($380) bytes long (the ;maximum allowed under the rules of the competition), but if you exclude the ;zeroes at the end, the game is exactly 896 bytes long ;You may distribute this game, with or without the source code *= $A000 .OBJECT "stack.",$A000 ;================ ; INITIALISATION ;================ game_table = *+$0400 ;Address to store a 20 x 12 table for the game; this ;must be page-aligned (i.e. the low byte must be 0), ;otherwise all sorts of bugs will occur! character_table = game_table+20*12 ;A table to store the defined characters start_of_program CALL $BC02 ;Reset colours to their default values LD DE,254 ;Define table to store some defined characters, from LD HL,character_table ;characters 254 to 255 CALL $BBAB LD A,75 ;Number of bricks to release initially (must be less ;than 240) LD (bricks_to_release),A LD HL,0 ;Reset score to zero LD (score),HL LD HL,game_table ;Clear game table LD (HL),0 LD D,H LD E,L INC DE LD BC,20*12-1 LDIR ;Print the status bar at the top of the screen; this also sets the mode and ;border colour LD HL,status_bar CALL print_string ;Set the graphics pen colour LD A,2 CALL $BBDE ;Set an initial random number seed using the R register LD A,R LD (seed),A ;Set the initial cursor coordinates LD HL,$0B LD (cursor_ycoord),HL ;Set the clock in seconds (which should be less than 1000) LD HL,300 LD (clock),HL ;Enable the event block and the clock LD HL,event_block LD DE,decrease_clock LD B,$80 ;$80 = normal, asynchronous event CALL $BCEF LD HL,ticker_event_block LD DE,50 ;DE = initial value of counter (50ths of a second) LD BC,50 ;BC = value to set counter after event has occurred CALL $BCE9 ;============== ; MAIN PROGRAM ;============== main_loop ;Check the clock marker which indicates if the clock has changed; if so, print ;the new value of the clock ; ;This cannot be done when decreasing the clock itself, because the main program ;interferes with the printing of the clock and corrupts the screen LD A,(clock_marker) OR A ;Has clock changed? JR Z,check_bricks_to_release ;No, so don't print new value LD BC,clock_string+5 ;No, so print clock and set address of clock ;string, skipping first few bytes LD HL,(clock) ;HL = clock ;Calculate the number of each unit - 10000s, 1000s, 100s, 10s and units CALL calculate_3digits ;Print the clock and reset the clock marker LD HL,clock_string CALL print_string XOR A LD (clock_marker),A LD HL,(clock) LD A,H ;Has the clock reached zero? OR L JP Z,game_over ;Yes, so game is over check_bricks_to_release ;Check if any bricks still need to be released, and if so, select a random brick ;(red, yellow or blue) LD A,(bricks_to_release) OR A ;Are there any bricks to release? JR Z,main_loop2 ;No, so don't select a brick select_random_brick CALL get_random_number AND 3 ;Ensure number is between 0 and 3 OR A ;Is it 0 (background sprite)? JR Z,select_random_brick ;Yes, so select another number LD B,A ;B = sprite number PUSH BC ;Store sprite number of brick ;Select a random column to place the brick select_random_column CALL get_random_number AND 31 ;Ensure number is between 0 and 31 CP 20 ;Is it greater than 19? JR NC,select_random_column ;Yes, so select another number LD D,A ;DE = coordinates to place brick LD E,0 ;D = column, E = row PUSH DE ;Store coordinates CALL get_table_address ;Get table address of these coordinates (stored ;in HL) POP DE ;Get coordinates POP BC ;Get sprite number of brick LD A,(HL) ;Get sprite number stored at top of column OR A ;Is it empty? JP NZ,check_left_key ;No, so don't place a brick in this column LD (HL),B ;Yes, so store brick at these coordinates EX DE,HL ;Now HL = coordinates CALL print_sprite LD HL,bricks_to_release ;Decrease number of bricks to release DEC (HL) main_loop2 ;Check all the columns to see if all the bricks in each column are of the same ;colour; if so, remove the bricks in that column check_columns LD D,0 ;Start at leftmost column LD HL,game_table+(11*20) ;HL = address of bottom left column ;First, get the colour of the brick at the bottom of the current column check_columns_loop PUSH HL ;Store address of bottom of column LD A,(HL) ;A = brick colour at bottom OR A ;Is column empty? JR Z,go_to_next_column ;Yes, so go to next column LD C,A ;No, so now C = brick colour at bottom LD B,1 ;B = counter for number of bricks in column of same ;colour ;Next, check all the bricks above it to see if they are the same colour; if any ;brick is encountered which is a different colour, go to the next column check_columns_loop2 LD A,L SUB 20 ;Set address for row above LD L,A LD A,(HL) ;Get brick colour at these coordinates OR A ;Are there any more bricks in this column? JR Z,remove_bricks_from_column ;No, and we know all bricks in column ;are same colour, so remove them CP C ;Is brick same as colour at bottom of column? JR NZ,go_to_next_column ;No, so go to next column INC B ;Yes, so increase counter LD A,B CP 12 ;Is column full (no space above brick at top)? JR NZ,check_columns_loop2 ;No, so check next brick in column ;Remove all the bricks in a column remove_bricks_from_column POP HL ;Get address of bottom of column PUSH HL ;Store it again LD A,B CP 3 ;There must be at least three bricks in column for it ;to be removed JR C,go_to_next_column LD E,11 ;Set y-coordinate for bottom of column remove_bricks_loop LD (HL),0 ;Remove brick LD A,L SUB 20 ;Set address for row above LD L,A PUSH HL ;Store table address of brick PUSH BC ;Store number of bricks to remove PUSH DE ;Store coordinates CALL get_table_address ;Get table address of these coordinates (stored ;in HL) POP DE ;Get coordinates LD B,0 ;Replace brick with background sprite PUSH DE ;Store coordinates EX DE,HL ;Now HL = coordinates CALL print_sprite LD HL,(score) LD DE,10 ADD HL,DE ;Increase score by 10 for each brick removed LD (score),HL LD HL,bricks_to_release INC (HL) POP DE ;Get coordinates POP BC ;Get number of bricks to remove POP HL ;Get table address of brick DEC E ;Set y-coordinate for next brick DJNZ remove_bricks_loop PUSH DE ;Store coordinates ;Print the score at the top right of the screen LD BC,score_string+5 ;Address of score string, skipping first few ;bytes LD HL,(score) ;HL = score ;Calculate the number of each unit - 10000s, 1000s, 100s, 10s and units LD DE,10000 CALL store_digit LD DE,1000 CALL store_digit CALL calculate_3digits ;Print the score LD HL,score_string CALL print_string POP DE ;Get coordinates ;Go to the next column go_to_next_column POP HL ;Get address of bottom of column INC HL ;Increase it for the next column INC D ;Go to next column LD A,D CP 20 ;Have we gone past rightmost column of table? JR NZ,check_columns_loop ;No, so go to next column ;Check the entire table and move bricks downwards if they are able to do so move_bricks LD DE,10 ;DE = initial table coordinates ;D = column, E = row LD HL,game_table+(10*20) ;HL = address of these coordinates move_bricks_loop ;Get the sprite number at the current coordinates, and the sprite number ;directly below it; the first is stored in B, while the second is stored in A PUSH HL ;Store address of these coordinates LD B,(HL) ;B = sprite number stored at these coordinates LD A,L ADD 20 ;Go to next row (each row is 20 bytes long) LD L,A LD A,(HL) ;A = sprite number stored directly below coordinates POP HL ;Get address of these coordinates ;Check if there is a brick directly below the current coordinates, and/or if the ;current coordinates are empty OR A ;Is there anything below these coordinates? JR NZ,move_bricks_nextcolumn ;Yes, so go to the next column LD A,B OR A ;Is there anything at the current coordinates? JR Z,move_bricks_nextcolumn ;No, so go to the next column ;If there isn't a brick below, then move whatever is at the current coordinates ;downwards PUSH HL ;Store address of these coordinates LD A,L ADD 20 ;Go to next row (each row is 20 bytes long) LD L,A LD (HL),B ;Store brick directly below these coordinates PUSH DE ;Store coordinates again EX DE,HL ;Now HL = coordinates INC L ;Set y-coordinate for row below CALL print_sprite POP DE ;Get coordinates POP HL ;Get address of these coordinates LD B,0 ;Clear cell at these coordinates LD (HL),B PUSH DE ;Store coordinates PUSH HL ;Store address of these coordinates EX DE,HL ;Now HL = coordinates CALL print_sprite POP HL ;Get address of these coordinates POP DE ;Get coordinates ;Go to the next column of the table move_bricks_nextcolumn INC D ;Go to next column INC HL ;Go to address of next column LD A,D CP 20 ;Have we reached rightmost column of table? JR NZ,move_bricks_loop ;No, so repeat for remaining columns LD D,0 ;Yes, so reset x-coordinate LD A,L SUB 40 ;Set address for row above LD L,A DEC E ;Go to next row (the one above) LD A,E CP $FF ;Have we reached top row of table? JR NZ,move_bricks_loop ;No, so repeat for remaining rows CALL wait ;Slow cursor down ;Check for keypresses and move the cursor accordingly ; ;The keys are: Q = up, A = down, I = left, O = right, SPACE = select brick check_left_key LD A,35 ;Check I key (35) CALL $BB1E JR Z,check_right_key CALL print_sprite_under_cursor LD A,(cursor_xcoord) ;Get cursor x-coordinate OR A ;Is cursor at leftmost column of table? JR Z,check_right_key ;Yes, so don't move cursor DEC A ;No, so move cursor left LD (cursor_xcoord),A ;Store new x-coordinate check_right_key LD A,34 ;Check O key (34) CALL $BB1E JR Z,check_up_key CALL print_sprite_under_cursor LD A,(cursor_xcoord) ;Get cursor x-coordinate CP 19 ;Is cursor at rightmost column of table? JR Z,check_up_key ;Yes, so don't move cursor INC A ;No, so move cursor right LD (cursor_xcoord),A ;Store new x-coordinate check_up_key LD A,67 ;Check Q key (67) CALL $BB1E JR Z,check_down_key CALL print_sprite_under_cursor LD A,(cursor_ycoord) ;Get cursor y-coordinate OR A ;Is cursor at top row of table? JR Z,check_down_key ;Yes, so don't move cursor DEC A ;No, so move cursor up LD (cursor_ycoord),A ;Store new y-coordinate check_down_key LD A,69 ;Check A key (69) CALL $BB1E JR Z,check_select_key CALL print_sprite_under_cursor LD A,(cursor_ycoord) ;Get cursor y-coordinate CP 11 ;Is cursor at bottom row of table? JR Z,check_select_key ;Yes, so don't move cursor INC A ;No, so move cursor down LD (cursor_ycoord),A ;Store new y-coordinate check_select_key LD A,47 ;Check SPACE key (47) CALL $BB1E CALL NZ,select_cell ;Draw the cursor, and the selected cursor if a brick has been selected, at their ;new positions LD HL,(cursor_ycoord) ;Get new coordinates of cursor CALL draw_cursor LD A,(selected_marker) ;Check if a brick is currently selected OR A JP Z,main_loop ;No, so don't draw a cursor over this brick LD HL,(selected_ycoord) ;Get selected coordinates CALL draw_cursor JP main_loop ;Select the cell at the current coordinates of the cursor, if there is a brick ;at these coordinates (you're not allowed to select a blank area) select_cell CALL wait ;Prevent cursor from being unselected easily LD HL,(cursor_ycoord) ;Get coordinates of cursor LD A,(selected_marker) ;Get marker to indicate if a cell has already ;been selected OR A ;Has a cell been selected? JR NZ,swap_cells ;Yes, so swap selected cell with cell at current ;cursor position LD (selected_ycoord),HL ;No, so store new selected coordinates EX DE,HL ;Now DE = cursor coordinates (storing coordinates in ;HL above saves one byte overall) CALL get_table_address ;Get table address of these coordinates (stored ;in HL) LD A,(HL) OR A ;Is there anything below cursor? RET Z ;No, so don't select cell LD HL,selected_marker ;Yes, so set marker to indicate a brick has LD (HL),$FF ;been selected RET ;If a cell has already been selected, then swap the contents of the selected ;cell and the cell at the current cursor position (even if it is empty) swap_cells EX DE,HL ;Now DE = coordinates of cursor CALL get_table_address ;Get table address of cursor (stored in HL) LD C,(HL) ;C = brick at cursor EX DE,HL ;Now DE = table address of cursor PUSH DE ;Store table address of cursor LD DE,(selected_ycoord) ;Get selected coordinates CALL get_table_address ;Get table address of selected cursor (stored ;in HL) LD A,(HL) ;A = brick at selected cursor POP DE ;Get table address of cursor LD (HL),C ;Store brick at cursor at selected cursor position LD (DE),A ;Store brick at selected cursor in current cursor ;position LD DE,(selected_ycoord) ;Print sprite under selected cursor, which CALL print_sprite_under_cursor2 ;removes it from screen CALL print_sprite_under_cursor LD HL,selected_marker ;Set marker to indicate no brick is now LD (HL),0 ;selected RET ;Print the sprite under the cursor print_sprite_under_cursor LD DE,(cursor_ycoord) ;Get coordinates of cursor print_sprite_under_cursor2 PUSH DE ;Store coordinates CALL get_table_address ;Get table address of these coordinates LD B,(HL) ;Get sprite number at these coordinates POP HL ;Get coordinates CALL print_sprite RET ;Game over routine game_over LD HL,ticker_event_block CALL $BCEC ;Disable and delete clock event ;Print the "game over" message LD HL,game_over_string CALL print_string ;Wait for about three seconds to prevent returning to the game immediately LD B,25 game_over_loop PUSH BC CALL wait POP BC DJNZ game_over_loop ;Clear the keyboard buffer, and wait for a key to be pressed clear_keybuffer_loop CALL $BB1B JR C,clear_keybuffer_loop CALL $BB18 ;Start a new game JP start_of_program ;============= ; SUBROUTINES ;============= ;Generate a random number between 0 and 255 ; ;The random number generator used here is known as a linear congruential ;generator, which takes the form of the equation x(n+1) = (ax(n)+b) mod m. The ;quality of the numbers depends on what values are used for a and b. m is set to ;256 and cannot be changed in this routine, and a and b are defined randomly ;using the R (refresh) register ; ;Why not just use LD A,R on its own? Answer: The results just aren't random ;enough! ; ;Entry conditions: ;None ; ;Exit conditions: ;A = random number ;BC, HL corrupted get_random_number LD A,R ;Get random number for a OR $81 ;Set bits 7 and 0, so a is at least 128 (the bigger ;the value of a, the better) and odd (if a is even, ;then ax(n) is always even, which is not good) LD B,A ;B = value of a LD A,R ;Get random number for b OR $80 ;Set bit 7, so b is at least 128; this seems to ;produce better quality random numbers LD C,A ;C = value of b LD HL,seed ;Address of current random number seed LD A,(HL) ;Get current seed (i.e. x(n)) random_loop ADC A ;Add x(n) to itself DJNZ random_loop ;Multiply x(n) by a ADC C ;Add b to result LD (HL),A ;Store new seed (i.e. x(n+1)) RET ;Print a sprite to the screen ; ;Entry conditions: ;B = number of sprite to print ;H = x-coordinate of table to print sprite (0 - 19) ;L = y-coordinate of table to print sprite (0 - 11) ; ;Exit conditions: ;A, DE, HL corrupted ;B = 0 print_sprite INC H ;Increase x-coordinate by 1 SLA L ;Multiply y-coordinate by 2 INC L ;Increase y-coordinate by 2 INC L CALL $BB75 ;Set coordinates for printing sprite ;Calculate the address where the sprite is stored INC B ;Increase sprite number by 1, otherwise the routine ;below doesn't work properly LD HL,sprite_array-7 LD DE,7 ;Each sprite is seven bytes long sprite_loop ADD HL,DE ;Go to next sprite DJNZ sprite_loop ;Print a string (which must end with the byte $E5, or 229 in decimal) ; ;Entry conditions: ;HL = start address of string ; ;Exit conditions: ;A, HL corrupted print_string LD A,(HL) ;Get character CP $E5 ;Is it end of string marker? RET Z ;Yes, so return CALL $BB5A ;No, so print character INC HL ;Go to next character JR print_string ;Get the address in the game table which corresponds to the specified x- and y- ;coordinates ; ;Entry conditions: ;D = x-coordinate in table (0 - 19) ;E = y-coordinate in table (0 - 11) ; ;Exit conditions: ;A, B, DE corrupted ;HL = address of coordinates get_table_address LD A,D ;A = x-coordinate LD B,E ;B = y-coordinate INC B ;Increase y-coordinate, otherwise routine below ;doesn't work properly LD DE,20 ;Each row is 20 bytes long LD HL,game_table-20 ;HL = start address of table address_loop ADD HL,DE ;Go to next row DJNZ address_loop LD E,A ADD HL,DE ;Go to appropriate column RET ;Draw a cursor on the screen at the specified coordinates ; ;Entry conditions: ;H = x-coordinate of table to draw cursor (0 - 19) ;L = y-coordinate of table to draw cursor (0 - 11) ; ;Exit conditions: ;A, BC, DE, HL corrupted draw_cursor ;Convert the coordinates to the appropriate coordinates for the firmware's ;graphics routines ;First convert the x-coordinate, and store the result in DE ;To convert the x-coordinate, multiply it by 32 (i.e. xnew = x*32) PUSH HL ;Store coordinates LD L,H ;HL = x-coordinate LD H,0 ADD HL,HL ;Multiply HL by 32 ADD HL,HL ADD HL,HL ADD HL,HL ADD HL,HL EX DE,HL ;Now DE = converted x-coordinate POP HL ;Get coordinates ;Then convert the y-coordinate, and store the result in HL ;To convert the y-coordinate, multiply it by 32, then subtract the result from ;382 (i.e. ynew = 382-y*32) LD H,0 ;HL = y-coordinate ADD HL,HL ;Multiply HL by 32 ADD HL,HL ADD HL,HL ADD HL,HL ADD HL,HL PUSH DE ;Store converted x-coordinate EX DE,HL ;Now DE = y-coordinate * 32 LD HL,382 SBC HL,DE ;Subtract multiplied y-coordinate from 382 to give ;converted y-coordinate (stored in HL) POP DE ;Get converted x-coordinate ;DE and HL now contain the x- and y-coordinates respectively for the top left ;corner of the table cell CALL $BBC0 ;Move to top left corner of cell ;Draw the cursor ;Lots of PUSHing and POPping is used here because it saves a few bytes; the ;stack can be used to assign 0 to DE or HL LD DE,30 LD HL,0 PUSH HL CALL $BBF9 ;Draw top line POP DE PUSH DE LD HL,-30 CALL $BBF9 ;Draw right line LD DE,-30 POP HL PUSH HL CALL $BBF9 ;Draw bottom line POP DE LD HL,30 JP $BBF9 ;Draw left line ;Wait for a short period of time ; ;Entry conditions: ;None ; ;Exit conditions: ;A corrupted ;BC = 0 wait LD BC,10000 ;BC = length of delay (the larger the value, the ;longer the delay) wait_loop DEC BC LD A,B ;Does BC = 0? OR C JR NZ,wait_loop ;No, so continue delay RET ;Yes, so return ;Part of a routine to calculate digits from a 16-bit number, used to print both ;the score and the clock calculate_3digits LD DE,100 CALL store_digit LD DE,10 CALL store_digit LD DE,1 ;Calculate a digit and store it in a string ; ;Entry conditions: ;BC = address to store digit ;DE = units for calculating digit (10000, 1000, 100, 10 or 1) ;HL = number ; ;Exit conditions: ;A = ASCII character of digit (0-9) ;BC = address to store next digit ;HL = remainder from calculating digit; use it to calculate next digit store_digit XOR A store_digit_loop SBC HL,DE ;Subtract 10000, 1000, 100, 10 or 1 from number JR C,store_digit2 ;Is number negative after subtraction? INC A ;No, so increase digit and repeat JR store_digit_loop store_digit2 ADD HL,DE ;Undo last subtraction to make score positive again ADD 48 LD (BC),A INC BC RET ;Decrease the clock every second ; ;Entry conditions: ;None ; ;Exit conditions: ;A, HL corrupted decrease_clock LD HL,(clock) DEC HL ;Decrease clock by 1 LD (clock),HL LD A,$FF ;Set clock marker to indicate that clock has changed LD (clock_marker),A RET ;============== ; PROGRAM DATA ;============== ;Text strings ;The status bar message; this uses control codes to set the mode, the border and ;ink colours, the paper and pen inks to write the message in, and defines the ;characters for the bricks status_bar .BYTE 4,0,29,1,1 ;set mode and border colour .BYTE 28,0,0,0,28,2,26,26,28,4,2,2 ;set ink colours .BYTE 25,254,126,122,253,253,255,255,255,255 ;define upper half of brick .BYTE 25,255,255,255,255,255,255,255,126,126 ;define lower half of brick .BYTE 15,1 ;set paper and pen inks .TEXT "SCORE " .BYTE 15,2 .TEXT "00000" .BYTE 15,1 .TEXT " TIME " .BYTE 15,2 .TEXT "300" .BYTE $E5 ;The score and clock strings score_string .BYTE 31,7,1,15,2 .TEXT "00000" .BYTE $E5 clock_string .BYTE 31,18,1,15,2 .TEXT "000" .BYTE $E5 ;The "game over" message game_over_string .BYTE 31,5,13,14,3,15,2,29,6,6 .TEXT "OUT OF TIME!" .BYTE 14,0 .BYTE $E5 ;Sprite data ;The character sequences for printing each sprite; each one must be seven bytes ;long (including the end of string marker, $E5) sprite_array .BYTE 15,1,32,8,10,32,$E5 ;background .BYTE 15,3,254,8,10,255,$E5 ;red brick .BYTE 15,1,254,8,10,255,$E5 ;yellow brick .BYTE 15,4,254,8,10,255,$E5 ;blue brick ;A silly message to increase the file size to exactly 896 ($380) bytes, ;excluding the zeroes that follow it .BYTE 164 .TEXT " NC 2003" ;The random number seed seed .BYTE 0 ;The number of bricks that still need to be released bricks_to_release .BYTE 0 ;The x- and y-coordinates of the cursor; the y-coordinate should be stored first cursor_ycoord .BYTE 0 cursor_xcoord .BYTE 0 ;The x- and y-coordinates of the selected table cell selected_ycoord .BYTE 0 selected_xcoord .BYTE 0 ;A marker which indicates whether there is a currently selected cell or not selected_marker .BYTE 0 ;The current score and clock score .WORD 0 clock .WORD 0 ;A marker which indicates whether the clock has changed or not clock_marker .BYTE 0 ;The ticker event block for the timer, which is used by the firmware ticker_event_block .FILL 6,0 event_block .FILL 7,0
 



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