1
2        processor 6502
3
4; TIA (Stella) write-only registers
5;
6Vsync		equ	$00
7Vblank		equ	$01
8Wsync		equ	$02
9Rsync		equ	$03
10Nusiz0		equ	$04
11Nusiz1		equ	$05
12ColuP0          equ     $06
13ColuP1          equ     $07
14Colupf		equ	$08
15ColuBK          equ     $09
16Ctrlpf		equ	$0A
17Refp0		equ	$0B
18Refp1		equ	$0C
19Pf0             equ     $0D
20Pf1             equ     $0E
21Pf2             equ     $0F
22RESP0           equ     $10
23RESP1           equ     $11
24Resm0		equ	$12
25Resm1		equ	$13
26Resbl		equ	$14
27Audc0		equ	$15
28Audc1		equ	$16
29Audf0		equ	$17
30Audf1		equ	$18
31Audv0		equ	$19
32Audv1		equ	$1A
33GRP0            equ     $1B
34GRP1            equ     $1C
35Enam0		equ	$1D
36Enam1		equ	$1E
37Enabl		equ	$1F
38HMP0            equ     $20
39HMP1            equ     $21
40Hmm0		equ	$22
41Hmm1		equ	$23
42Hmbl		equ	$24
43VdelP0          equ     $25
44VdelP1          equ     $26
45Vdelbl		equ	$27
46Resmp0		equ	$28
47Resmp1		equ	$29
48HMOVE           equ     $2A
49Hmclr		equ	$2B
50Cxclr		equ	$2C
51;
52; TIA (Stella) read-only registers
53;
54Cxm0p		equ	$00
55Cxm1p		equ	$01
56Cxp0fb		equ	$02
57Cxp1fb		equ	$03
58Cxm0fb		equ	$04
59Cxm1fb		equ	$05
60Cxblpf		equ	$06
61Cxppmm		equ	$07
62Inpt0		equ	$08
63Inpt1		equ	$09
64Inpt2		equ	$0A
65Inpt3		equ	$0B
66Inpt4		equ	$0C
67Inpt5		equ	$0D
68;
69; RAM definitions
70; Note: The system RAM maps in at 0080-00FF and also at 0180-01FF. It is
71; used for variables and the system stack. The programmer must make sure
72; the stack never grows so deep as to overwrite the variables.
73;
74RamStart	equ	$0080
75RamEnd		equ	$00FF
76StackBottom	equ	$00FF
77StackTop	equ	$0080
78;
79; 6532 (RIOT) registers
80;
81SWCHA           equ     $0280
82Swacnt		equ	$0281
83SWCHB		equ	$0282
84Swbcnt		equ	$0283
85Intim		equ	$0284
86Tim1t		equ	$0294
87Tim8t		equ	$0295
88Tim64t		equ	$0296
89T1024t		equ	$0297
90;
91; ROM definitions
92;
93RomStart        equ     $F000
94RomEnd          equ     $FFFF
95IntVectors      equ     $FFFA
96;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
97
98s1              EQU     $80
99s2              EQU     $82
100s3              EQU     $84
101s4              EQU     $86
102s5              EQU     $88
103s6              EQU     $8A
104DelayPTR        EQU     $8C
105LoopCount       EQU     $8E
106TopDelay        EQU     $8F
107BottomDelay     EQU     $90
108MoveCount       EQU     $91
109Temp            EQU     $92
110RotateDir       EQU     $93
111SkipFrame       EQU     $94
112VerticalDir     EQU     $95
113HorizontalDir   EQU     $96
114VerticalPos     EQU     $97
115HorizontalPos   EQU     $98
116SoundQ          EQU     $99
117SkipMove        EQU     $9a
118EggMode         EQU     $9b
119FrameCycle      EQU     $9c
120EggMusic        EQU     $9d
121
122
123       ORG $F000
124
125
126Cart_Init:
127		SEI				; Disable interrupts.:
128		CLD				; Clear "decimal" mode.
129
130		LDX	#$FF
131		TXS				; Clear the stack
132
133Common_Init:
134		LDX	#$28		; Clear the TIA registers ($04-$2C)
135		LDA	#$00
136TIAClear:
137		STA	$04,X
138		DEX
139                BPL     TIAClear        ; loop exits with X=$FF
140
141		LDX	#$FF
142RAMClear:
143		STA	$00,X		; Clear the RAM ($FF-$80)
144		DEX
145                BMI     RAMClear        ; loop exits with X=$7F
146
147		LDX	#$FF
148		TXS				; Reset the stack
149
150IOClear:
151		STA	Swbcnt		; console I/O always set to INPUT
152		STA	Swacnt		; set controller I/O to INPUT
153
154DemoInit:       LDA     #$01
155                STA     VdelP0
156                STA     VdelP1
157                LDA     #$03
158                STA     Nusiz0
159                STA     Nusiz1
160                LDA     #$36      ; a nice shade of red
161                STA     ColuP0
162                STA     ColuP1
163                LDA     #$ff      ; page to get gfx from initially
164                STA     s1+1
165                STA     s2+1
166                STA     s3+1
167                STA     s4+1
168                STA     s5+1
169                STA     s6+1
170                LDA     #0        ; offset in the gfx data
171                STA     s1
172                LDA     #50       ; offset in the gfx data
173                STA     s2
174                LDA     #100      ; offset in the gfx data
175                STA     s3
176                LDA     #150      ; offset in the gfx data
177                STA     s4
178                LDA     #200      ; offset in the gfx data
179                STA     s5
180                LDA     #0        ; vestigial!
181                STA     s6
182                LDA     #$01      ; +1 or -1, rotating the ball
183                STA     RotateDir
184                LDA     #$01      ; Vertical direction, +1 or -1
185                STA     VerticalDir
186                LDA     #$01      ; Same for horizontal
187                STA     HorizontalDir
188                STA     SoundQ    ; Start out by making a noise
189                LDA     #1
190                STA     SkipFrame
191                STA     SkipMove
192                LDA     #0
193                STA     TopDelay
194                STA     MoveCount
195                LDA     #120
196                STA     BottomDelay
197                LDA     #$f2
198                STA     DelayPTR+1
199                LDA     #$1d+36 ;?????
200                STA     DelayPTR
201                STA     Wsync
202                NOP
203                NOP
204                NOP
205                NOP
206                NOP
207                NOP
208                NOP
209                NOP
210                NOP
211                NOP
212                STA     RESP0
213                STA     RESP1
214                LDA     #$50    ;?????
215                STA     HMP1
216                LDA     #$40    ;?????
217                STA     HMP0
218                STA     Wsync
219                STA     HMOVE
220                STA     Wsync
221                LDA     #$0f
222                STA     ColuBK
223
224NewScreen:
225                LDA     #$02
226		STA	Wsync		; Wait for horizontal sync
227		STA	Vblank		; Turn on Vblank
228                STA	Vsync		; Turn on Vsync
229		STA	Wsync		; Leave Vsync on for 3 lines
230		STA	Wsync
231		STA	Wsync
232                LDA     #$00
233		STA	Vsync		; Turn Vsync off
234
235                LDA     #43             ; Vblank for 37 lines
236                                        ; changed from 43 to 53 for 45 lines PAL
237		STA	Tim64t		; 43*64intvls=2752=8256colclks=36.2lines
238
239                JSR     DoSound         ; was too big to leave inline :P
240
241                INC     FrameCycle      ; we'll use this for color cycling and
242                                        ; possibly for sound
243
244                DEC     SkipFrame
245                BNE     Movement        ; skip the animation most of the time
246                LDA     #3              ; number of frames to skip
247                STA     SkipFrame       ; if it's zero, reset it
248
249SkipSkip:       LDA     EggMode         ; check for easter egg :)
250                CMP     #0              ; no? how sad.
251                BNE     Movement
252                LDA     RotateDir       ; which direction to rotate it in?
253                CLC
254                ADC     s1+1            ; add that to the gfx page
255                ORA #$F8                ; there are only 8 so mask the rest
256                STA s1+1
257                STA s2+1
258                STA s3+1
259                STA s4+1
260                STA s5+1
261
262
263
264
265Movement:       LDA     #$1
266                BIT     SWCHB           ; is someone pushing reset?
267                BNE     NoReset         ; no? how sad.
268                STA     EggMode         ; set egg mode
269                JMP     MoveDelay
270NoReset:        LDA     #0
271                STA     EggMode         ; no select = no easter egg.
272                                        ; yes, I could have made it harder to find.
273                                        ; gimme a break, I'm feeling good ;)
274
275MoveDelay:      JSR     CheckEgg        ; override animation if necessary
276                LDA     SkipMove
277                INC     SkipMove
278                AND     #1              ; basically i lamed out and said
279                BNE     MoveHorizontal  ; "skip every other frame"
280                JMP     VblankLoop
281
282MoveHorizontal: LDA     HorizontalPos   ; i couldn't figure out how to use HMOVE
283                CLC                     ; without blowing up yet, so let's glom
284                ADC     HorizontalDir   ; onto the joystick routines
285                STA     HorizontalPos
286                LDA     HorizontalDir
287                CMP     #0
288                BMI     GoLeft
289GoRight:        JSR     Right
290                LDA     HorizontalPos
291                CMP     #112            ; i also haven't figured out how to make the
292                BNE     MoveVertical    ; sprite go all the way to the right edge!
293                LDA     HorizontalDir   ; since we're not using the 6th copy
294                LDA     #$FF
295                STA     HorizontalDir
296		LDA     #1              ; if we're reversing direction, we've hit a wall
297                STA     SoundQ          ; so make a sound
298                LDA     RotateDir
299                EOR     #$FE
300                STA     RotateDir       ; and change 1 into -1 (255)
301                JMP     MoveVertical
302GoLeft:         JSR     Left
303                LDA     HorizontalPos
304                CMP     #1
305                BNE     MoveVertical
306                LDA     #$01
307                STA     HorizontalDir
308                STA     SoundQ
309                LDA     RotateDir
310                EOR     #$FE
311                STA     RotateDir
312MoveVertical:   LDA     VerticalPos
313                CLC
314                ADC     VerticalDir
315                STA     VerticalPos
316                LDA     VerticalDir
317                CMP     #0
318                BMI     GoUp
319GoDown:         JSR     Down
320                LDA     VerticalPos
321                CMP     #120             ; kind of a rough approximation, yeah
322                BNE     EndMove
323                LDA     #$FF
324                STA     VerticalDir
325		LDA     #1
326                STA     SoundQ
327                LDA     RotateDir
328                EOR     #$FE
329                STA     RotateDir
330                JMP     EndMove
331GoUp:           JSR     UP
332                LDA     VerticalPos
333                CMP     #1
334                BNE     EndMove
335                LDA     #$01
336                STA     VerticalDir
337                STA     SoundQ
338                LDA     RotateDir
339                EOR     #$FE
340                STA     RotateDir
341EndMove:        JMP     VblankLoop
342
343
344
345UP:             LDA     TopDelay
346                BEQ     U1
347                DEC     TopDelay
348                INC     BottomDelay
349U1:             RTS ; was JMP     VblankLoop
350
351Down:           LDA     BottomDelay
352                BEQ     D1
353                INC     TopDelay
354                DEC     BottomDelay
355D1:             RTS; was JMP     VblankLoop
356
357Right:          LDX     MoveCount
358                INX
359                STX     MoveCount
360                CPX     #3
361                BNE     R2
362                LDX     DelayPTR
363                DEX
364                STX     DelayPTR
365                CPX     #$1c ;?????
366                BNE     R1
367                LDA     #$1d ;?????
368                STA     DelayPTR
369                LDA     #2
370                STA     MoveCount
371                RTS; was JMP     VblankLoop
372R1:             LDA     #0
373                STA     MoveCount
374R2:             LDA     #$f0
375                STA     HMP0
376                STA     HMP1
377                STA     Wsync
378                STA     HMOVE
379                RTS; was JMP     VblankLoop
380
381Left:           LDX     MoveCount
382                DEX
383                STX     MoveCount
384                CPX     #$ff
385                BNE     L2
386                LDX     DelayPTR
387                INX
388                STX     DelayPTR
389                CPX     #$1d+37 ; indexing into a code segment with a literal - naughty
390                BNE     L1
391                LDA     #$1d+36 ; indexing into a code segment with a literal - naughty
392                STA     DelayPTR
393                LDA     #0
394                STA     MoveCount
395                RTS; was JMP     VblankLoop
396L1:             LDA     #2
397                STA     MoveCount
398L2:             LDA     #$10
399                STA     HMP0
400                STA     HMP1
401                STA     Wsync
402                STA     HMOVE
403                RTS; was JMP     VblankLoop
404
405                ORG     $F200
406VblankLoop:
407		LDA	Intim
408		BNE	VblankLoop	; wait for vblank timer
409		STA	Wsync		; finish waiting for the current line
410		STA	Vblank		; Turn off Vblank
411
412;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
413ScreenStart:
414                LDY     TopDelay
415                INY     ;?????
416X1:             STA     Wsync
417                DEY
418                BNE     X1
419                LDY     #4 ;?????
420X2:             DEY
421                BPL     X2
422                LDA     #49 ; 50 pixels high
423                STA     LoopCount
424                JMP     (DelayPTR)
425JNDelay:        .byte   $c9,$c9,$c9,$c9,$c9,$c9,$c9,$c9,$c9
426                .byte   $c9,$c9,$c9,$c9,$c9,$c9,$c9,$c9,$c9
427                .byte   $c9,$c9,$c9,$c9,$c9,$c9,$c9,$c9,$c9
428                .byte   $c9,$c9,$c9,$c9,$c9,$c9,$c9,$c9,$c9,$c9,$c5
429                NOP
430X3:             NOP
431                NOP
432                NOP
433                LDY     LoopCount
434                LDA     (s1),Y
435                STA     GRP0
436                LDA     (s2),Y
437                STA     GRP1
438                LDA     (s3),Y
439                STA     GRP0
440;                LDA     (s6),Y
441                lda     $00
442                LDA     #$00
443                STA     Temp
444                LDA     (s5),Y
445                TAX
446                LDA     (s4),Y
447                LDY     Temp
448                STA     GRP1
449                STX     GRP0
450                STY     GRP1
451                STA     GRP0
452                DEC     LoopCount
453                BPL     X3
454                LDA     #0
455                STA     GRP0
456                STA     GRP1
457                STA     GRP0
458                STA     GRP1
459                NOP
460                NOP
461                NOP
462                NOP
463                NOP
464                NOP
465                NOP
466                LDY     BottomDelay
467                INY     ;?????
468X4:             STA     Wsync
469                DEY
470                BNE     X4
471                LDA     #$02
472                STA     Vblank
473                STA     Wsync
474;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
475OverscanStart:  LDA     #34             ;skip 30 lines (overscan)
476		STA	Tim64t
477
478OverscanLoop:
479		LDA	Intim
480		BNE	OverscanLoop	; wait for Overscan timer
481
482OverscanDone:	STA	Wsync		; finish waiting for the current line
483
484
485                JMP     NewScreen
486
487
488; sound routine
489;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
490
491DoSound:        LDA     EggMode         ; if egg mode is set, we do it differently
492                CMP     #0
493                BEQ     StartSound
494                LDA     EggMusic
495                AND     #$7F            ; we're doing 16 bars of 8th notes
496                TAY
497                LDA     FrameCycle
498                AND     #1
499                BEQ     UseSet2
500UseSet1:        LDA     EggMusic1,Y     ; channel 1 notes
501                CMP     #0
502                BEQ     SetVol1
503                STA     Audf0
504                LDA     #5              ; I guess we'll try this for now
505                STA     Audc0
506                LDA     #3
507SetVol1:        STA     Audv0
508                LDA     EggMusic2,Y     ; channel 2 notes
509                CMP     #0
510                BEQ     SetVol2
511                STA     Audf1
512                LDA     #8             ; I guess we'll try this for now
513                STA     Audc1
514                LDA     #5             ; left hand s/b quieter
515SetVol2:        STA     Audv1
516                JMP     ChangeNote
517UseSet2:        LDA     EggMusic3,Y     ; channel 1 notes
518                CMP     #0
519                BEQ     SetVol1a
520                STA     Audf0
521                LDA     #5              ; I guess we'll try this for now
522                STA     Audc0
523                LDA     #15
524SetVol1a:       STA     Audv0
525                LDA     EggMusic4,Y     ; channel 2 notes
526                CMP     #0
527                BEQ     SetVol2a
528                STA     Audf1
529                LDA     #1             ; I guess we'll try this for now
530                STA     Audc1
531                LDA     #12             ; left hand s/b quieter
532SetVol2a:       STA     Audv1
533ChangeNote:     LDA     FrameCycle      ; so we can skip every 3, 7 or 15 frames
534                AND     #$07            ; let's try 15
535                BNE     EndSound
536                INY
537                STY     EggMusic
538                BNE     EndSound
539StartSound:     LDA     FrameCycle      ; so we can skip every 3, 7 or 15 frames
540                AND     #$03            ; let's try 15
541                BNE     EndSound
542                LDA     SoundQ          ; is there sound to be played?
543                CMP     #0
544                BEQ     EndSound        ; no? how sad.
545                TAY
546                CPY     #1              ; if it's note #1 we can't do the cheezy echo.
547                BEQ     DoVoice1
548                DEY
549DoVoice2:       LDA     SoundFData,Y    ; basically you just set SoundQ to an
550                STA     Audf1           ; offset and put frequency, control and
551                LDA     SoundCData,Y    ; volume data in the data segment below
552                STA     Audc1           ; with zero termination.  I was gonna do
553                LDA     SoundVData,Y    ; a channel multiplexing music thing
554                                        ; but I'm too lame.
555                LSR                     ; Divide volume in half for the cheezy echo
556                STA     Audv1
557                INY
558DoVoice1:       LDA     SoundFData,Y    ; see above
559                STA     Audf0
560                LDA     SoundCData,Y
561                STA     Audc0
562                LDA     SoundVData,Y
563                STA     Audv0
564                CMP     #0
565                BNE     NextNote        ; if it's not zero there's more
566                STA     Audf0
567                STA     Audc0
568                STA     Audv1
569                STA     SoundQ          ; otherwise we turn off the sound and empty the Q
570                JMP     EndSound
571NextNote:       INC     SoundQ
572EndSound:       RTS
573
574
575CheckEgg:       LDA     EggMode
576                CMP     #0
577                BEQ     NoEgg           ; no egg?  how sad!
578                LDA     FrameCycle      ; hey, it works in adventure
579                STA     ColuP0
580                STA     ColuP1
581                LDA     #$F6
582                STA     s1+1
583                STA     s2+1
584                STA     s3+1
585                STA     s4+1
586                STA     s5+1
587                LDA     #1
588                STA     SoundQ
589                RTS
590NoEgg:          LDA     #$36            ; otherwise set the color back to the
591                STA     ColuP0          ; lovely shade of red.  this egg works much
592                STA     ColuP1          ; more smoothly than I expected.
593                LDA     #0
594                STA     EggMusic
595                RTS
596
597
598; egg sound data
599;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
600
601                ORG     $F400
602EggMusic3:
603 .byte 23,0,23,0,23,23,0,0
604 .byte 23,0,23,0,23,23,0,0
605 .byte 23,0,19,0,29,0,26,0
606 .byte 23,23,23,23,0,0,0,0
607 .byte 22,0,22,0,22,0,22,0
608 .byte 22,0,23,0,23,0,23,0
609 .byte 23,0,26,0,26,0,23,0
610 .byte 26,26,26,26,19,19,19,19
611 .byte 23,0,23,0,23,23,0,0
612 .byte 23,0,23,0,23,23,0,0
613 .byte 23,0,19,0,29,0,26,0
614 .byte 23,23,23,23,0,0,0,0
615 .byte 22,0,22,0,22,0,22,0
616 .byte 22,0,23,0,23,0,23,0
617 .byte 19,0,19,0,22,0,28,0
618 .byte 29,29,29,29,14,14,14,14
619
620EggMusic4:
621 .byte 15,15,$00,$00,21,21,$00,$00
622 .byte 15,15,$00,$00,21,21,$00,$00
623 .byte 15,15,$00,$00,21,21,$00,$00
624 .byte 15,15,$00,$00,21,21,$00,$00
625 .byte 11,11,$00,$00,15,15,$00,$00
626 .byte 15,15,$00,$00,21,21,$00,$00
627 .byte 21,21,$00,$00,13,13,$00,$00
628 .byte 21,21,$00,$00,18,18,16,16
629 .byte 15,15,$00,$00,21,21,$00,$00
630 .byte 15,15,$00,$00,21,21,$00,$00
631 .byte 15,15,$00,$00,21,21,$00,$00
632 .byte 15,15,$00,$00,21,21,$00,$00
633 .byte 11,11,$00,$00,15,15,$00,$00
634 .byte 15,15,$00,$00,21,21,$00,$00
635 .byte 21,21,$00,$00,13,13,$00,$00
636 .byte 15,15,21,21,18,18,16,16
637
638                ORG     $F500
639EggMusic1:
640 .byte 19,0,19,0,19,19,0,0
641 .byte 19,0,19,0,19,19,0,0
642 .byte 19,0,14,0,23,0,22,0
643 .byte 19,19,19,19,0,0,0,0
644 .byte 17,0,17,0,17,0,17,0
645 .byte 17,0,19,0,19,0,19,0
646 .byte 19,0,20,0,20,0,17,0
647 .byte 19,19,19,19,15,15,15,15
648 .byte 19,0,19,0,19,19,0,0
649 .byte 19,0,19,0,19,19,0,0
650 .byte 19,0,14,0,23,0,22,0
651 .byte 19,19,19,19,0,0,0,0
652 .byte 17,0,17,0,17,0,17,0
653 .byte 17,0,19,0,19,0,19,0
654 .byte 15,0,15,0,17,0,22,0
655 .byte 23,23,23,23,23,23,23,23
656
657
658EggMusic2:
659 .byte 28,0,1,$00,28,0,1,$00
660 .byte 28,0,1,$00,28,0,1,$00
661 .byte 28,0,1,$00,28,0,1,$00
662 .byte 28,0,1,$00,28,0,1,$00
663 .byte 28,0,1,$00,28,0,1,$00
664 .byte 28,0,1,$00,28,0,1,$00
665 .byte 28,0,1,$00,28,0,1,$00
666 .byte 28,0,1,$00,28,0,1,$00
667 .byte 28,0,1,$00,28,0,1,$00
668 .byte 28,0,1,$00,28,0,1,$00
669 .byte 28,0,1,$00,28,0,1,$00
670 .byte 28,0,1,$00,28,0,1,$00
671 .byte 28,0,1,$00,28,0,1,$00
672 .byte 28,0,1,$00,28,0,1,$00
673 .byte 28,0,1,$00,28,0,1,$00
674 .byte 28,0,1,$00,28,0,1,$00
675
676; graphics data (boing ball)
677;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
678                ORG     $F600
679; first column
680
681 .byte   $33,$37,$3e,$3c,$36,$33,$31,$00
682 .byte   $00,$00,$00,$00,$00,$00,$00,$00
683 .byte   $03,$03,$03,$03,$03,$03,$03,$00
684 .byte   $3f,$00,$1f,$06,$06,$06,$06,$0e
685 .byte   $06,$00,$03,$03,$01,$00,$01,$03
686 .byte   $03,$00,$31,$31,$31,$3f,$31,$31
687 .byte   $31,$00
688
689; second column
690
691 .byte   $9f,$31,$31,$31,$31,$31,$b1,$00
692 .byte   $33,$37,$3e,$33,$31,$31,$3f,$00
693 .byte   $03,$03,$03,$f3,$03,$03,$fb,$00
694 .byte   $ff,$00,$9e,$03,$01,$1f,$31,$31
695 .byte   $1f,$00,$1b,$bb,$f3,$e3,$f3,$bb
696 .byte   $1b,$00,$b1,$b1,$bf,$b1,$b1,$9b
697 .byte   $8e,$00
698
699; third column
700
701 .byte   $3e,$b3,$b1,$b1,$b1,$b3,$be,$00
702 .byte   $9f,$31,$31,$b1,$b1,$b1,$1f,$00
703 .byte   $39,$73,$e3,$3b,$1b,$1b,$f1,$00
704 .byte   $ff,$00,$1e,$03,$81,$9f,$b1,$b1
705 .byte   $1f,$00,$1b,$1b,$5b,$fb,$fb,$b9
706 .byte   $18,$00,$b0,$b0,$bf,$b1,$b1,$31
707 .byte   $3f,$00
708
709; fourth column
710
711 .byte   $3f,$30,$b0,$b0,$b0,$30,$30,$00
712 .byte   $3f,$b1,$b1,$bf,$b1,$b1,$3f,$00
713 .byte   $f3,$1b,$1b,$1b,$1b,$1b,$f3,$00
714 .byte   $ff,$00,$1e,$03,$81,$9f,$b1,$b1
715 .byte   $1f,$00,$19,$1b,$f8,$19,$1b,$b3
716 .byte   $e1,$00,$30,$30,$3f,$b1,$b1,$b1
717 .byte   $3f,$00
718
719; fifth column
720
721 .byte   $63,$63,$7f,$63,$63,$36,$1c,$00
722 .byte   $00,$80,$80,$00,$80,$80,$00,$00
723 .byte   $18,$18,$58,$f8,$f8,$b8,$18,$00
724 .byte   $ff,$00,$20,$00,$90,$98,$9c,$8e
725 .byte   $0e,$00,$f0,$18,$18,$f0,$00,$30
726 .byte   $e0,$00,$0c,$0c,$0c,$9e,$b3,$b3
727 .byte   $33,$00
728
729; sound data (bounce noise)
730;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
731                ORG     $F700
732SoundFData: .byte $1f,$19,$1a,$1b,$1c,$1d,$1e,$1f
733                ORG     $F750
734SoundCData: .byte $07,$06,$06,$06,$06,$06,$06,$06
735                ORG     $F7A0
736SoundVData: .byte $0f,$0b,$0a,$08,$06,$04,$02,$00
737
738
739                ORG     $F800
740; first column
741
742 .byte   $00,$00,$00,$00,$00,$00,$00,$00
743 .byte   $01,$01,$03,$06,$06,$0d,$03,$23
744 .byte   $23,$23,$23,$27,$47,$46,$48,$f8
745 .byte   $38,$38,$38,$3c,$3c,$3c,$3c,$3d
746 .byte   $19,$01,$21,$20,$10,$10,$18,$08
747 .byte   $0c,$0d,$01,$00,$00,$00,$00,$00
748 .byte   $00,$00
749
750; second column
751
752 .byte   $00,$00,$03,$03,$0e,$0e,$8e,$8e
753 .byte   $9f,$1f,$18,$00,$60,$e0,$e0,$e0
754 .byte   $e0,$e0,$e3,$ef,$9f,$1f,$1f,$1f
755 .byte   $1f,$0f,$0f,$0f,$0e,$10,$38,$f8
756 .byte   $f8,$fc,$fc,$fc,$fe,$fe,$79,$60
757 .byte   $40,$e0,$e0,$f0,$78,$3c,$1d,$08
758 .byte   $00,$00
759
760; third column
761
762 .byte   $00,$40,$78,$3e,$1f,$0f,$06,$08
763 .byte   $3c,$fc,$fc,$fe,$fe,$7f,$7e,$78
764 .byte   $60,$40,$c0,$c0,$c0,$e0,$e0,$e0
765 .byte   $e1,$e7,$ff,$0f,$0f,$0f,$0f,$07
766 .byte   $07,$07,$02,$04,$3c,$fc,$fe,$fe
767 .byte   $fe,$7e,$7f,$38,$00,$70,$f8,$78
768 .byte   $1c,$0e
769
770; fourth column
771
772 .byte   $00,$00,$00,$00,$98,$fc,$1e,$1f
773 .byte   $0f,$07,$03,$00,$0e,$7e,$fe,$7f
774 .byte   $7f,$7f,$3f,$3f,$3f,$3c,$00,$60
775 .byte   $e0,$e0,$e0,$e0,$f0,$f0,$f0,$f1
776 .byte   $ff,$cf,$0f,$0f,$07,$07,$07,$06
777 .byte   $08,$38,$f0,$f1,$72,$70,$60,$60
778 .byte   $40,$00
779
780; fifth column
781
782 .byte   $00,$00,$00,$00,$00,$00,$00,$00
783 .byte   $80,$d0,$b8,$18,$18,$0c,$0c,$06
784 .byte   $06,$06,$84,$9c,$7c,$7c,$7c,$3c
785 .byte   $3c,$3c,$3e,$3e,$3c,$22,$42,$c2
786 .byte   $c2,$c4,$c4,$c4,$c0,$88,$f0,$60
787 .byte   $c0,$c0,$80,$80,$00,$00,$00,$00
788 .byte   $00,$00
789
790
791                ORG   $F900
792
793; first column
794
795 .byte   $00,$00,$00,$00,$00,$00,$00,$00
796 .byte   $01,$01,$02,$06,$04,$0b,$17,$27
797 .byte   $27,$27,$07,$0f,$4f,$4e,$40,$b0
798 .byte   $70,$70,$30,$30,$30,$30,$38,$39
799 .byte   $3f,$27,$07,$23,$01,$11,$11,$00
800 .byte   $08,$09,$03,$01,$00,$00,$00,$00
801 .byte   $00,$00
802
803; second column
804
805 .byte   $00,$00,$01,$01,$18,$1c,$dc,$9c
806 .byte   $3c,$3c,$3b,$61,$01,$81,$81,$81
807 .byte   $81,$81,$83,$8f,$ff,$7f,$7f,$7f
808 .byte   $3f,$3f,$3f,$3f,$3e,$20,$00,$e0
809 .byte   $e0,$e0,$f0,$f0,$f8,$f8,$ff,$e3
810 .byte   $81,$81,$c0,$e0,$f0,$78,$3f,$10
811 .byte   $00,$00
812
813; third column
814
815 .byte   $00,$01,$c0,$fc,$7e,$3f,$1e,$00
816 .byte   $30,$f0,$f8,$f8,$f8,$fc,$fd,$fb
817 .byte   $e3,$81,$01,$01,$00,$00,$00,$00
818 .byte   $81,$87,$9f,$7f,$7f,$3f,$3f,$3f
819 .byte   $1f,$1f,$1e,$08,$30,$f0,$f0,$f8
820 .byte   $f8,$f8,$fc,$fb,$61,$41,$f0,$f8
821 .byte   $1c,$00
822
823; fourth column
824
825 .byte   $00,$80,$60,$18,$00,$7c,$7c,$3e
826 .byte   $3f,$1f,$1f,$0c,$08,$78,$fc,$fc
827 .byte   $fc,$fe,$fe,$fe,$ff,$fc,$60,$00
828 .byte   $80,$80,$80,$c0,$c0,$c0,$c0,$c1
829 .byte   $ef,$df,$1f,$1f,$1f,$1f,$1f,$1e
830 .byte   $10,$21,$e1,$e1,$e3,$e4,$e0,$c0
831 .byte   $80,$00
832
833; fifth column
834
835 .byte   $00,$00,$00,$00,$00,$00,$00,$00
836 .byte   $00,$90,$b8,$38,$38,$1c,$1c,$0e
837 .byte   $0e,$0e,$00,$19,$f8,$f8,$f8,$f8
838 .byte   $f8,$f8,$f8,$fc,$ff,$66,$06,$86
839 .byte   $86,$84,$8c,$0c,$0c,$00,$60,$c0
840 .byte   $c0,$80,$80,$00,$00,$00,$00,$00
841 .byte   $00,$00
842
843
844
845;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
846                ORG     $FA00
847; first column
848
849 .byte   $00,$00,$00,$00,$00,$00,$00,$00
850 .byte   $01,$02,$06,$04,$08,$0b,$17,$2f
851 .byte   $2f,$0f,$0f,$0e,$5e,$5f,$10,$a0
852 .byte   $60,$60,$60,$60,$60,$60,$60,$31
853 .byte   $37,$2f,$0f,$07,$07,$03,$13,$01
854 .byte   $01,$09,$03,$01,$00,$00,$00,$00
855 .byte   $00,$00
856
857; second column
858
859 .byte   $00,$00,$00,$03,$18,$38,$38,$38
860 .byte   $38,$78,$7f,$e7,$87,$07,$07,$07
861 .byte   $07,$03,$00,$0c,$7c,$fc,$fc,$fe
862 .byte   $fe,$fe,$fe,$fe,$ff,$60,$40,$80
863 .byte   $80,$c0,$c0,$c0,$e0,$e0,$e7,$ef
864 .byte   $87,$03,$83,$81,$c1,$60,$33,$0b
865 .byte   $00,$00
866
867; third column
868
869 .byte   $00,$06,$c1,$f0,$f8,$7c,$7f,$30
870 .byte   $20,$c0,$e0,$e0,$e0,$f0,$f1,$f7
871 .byte   $e7,$87,$07,$07,$03,$03,$03,$03
872 .byte   $00,$06,$1e,$fe,$fe,$ff,$ff,$ff
873 .byte   $7f,$7f,$7e,$78,$00,$c0,$e0,$e0
874 .byte   $f0,$f0,$f0,$ff,$e7,$83,$c1,$e1
875 .byte   $f1,$10
876
877; fourth column
878
879 .byte   $00,$00,$80,$60,$10,$70,$f8,$fc
880 .byte   $fc,$7e,$3f,$3c,$10,$60,$e0,$f0
881 .byte   $f0,$f0,$f8,$f8,$fc,$ff,$e3,$83
882 .byte   $03,$01,$01,$01,$01,$01,$01,$00
883 .byte   $0e,$be,$7e,$7e,$7e,$7e,$7e,$3f
884 .byte   $31,$03,$c3,$c3,$c2,$e4,$e0,$e0
885 .byte   $c0,$00
886
887; fifth column
888
889 .byte   $00,$00,$00,$00,$00,$00,$80,$40
890 .byte   $30,$00,$70,$f0,$78,$78,$38,$3c
891 .byte   $3c,$1e,$18,$11,$f1,$f1,$f1,$f1
892 .byte   $f1,$f0,$f0,$f8,$fa,$e6,$8e,$0e
893 .byte   $0c,$0c,$0c,$0c,$18,$10,$40,$c0
894 .byte   $80,$80,$00,$00,$00,$00,$00,$00
895 .byte   $00,$00
896
897
898                ORG   $FB00
899
900; first column
901
902 .byte   $00,$00,$00,$00,$00,$00,$00,$01
903 .byte   $01,$02,$06,$04,$09,$12,$1e,$0e
904 .byte   $1e,$1c,$1c,$1c,$1c,$3d,$33,$03
905 .byte   $c3,$c3,$c3,$41,$41,$61,$61,$60
906 .byte   $66,$7f,$0f,$0f,$0f,$07,$07,$03
907 .byte   $03,$00,$07,$03,$01,$00,$00,$00
908 .byte   $00,$00
909
910; second column
911
912 .byte   $00,$00,$01,$03,$01,$11,$70,$70
913 .byte   $70,$70,$e7,$ff,$9f,$1f,$1f,$1f
914 .byte   $1f,$1f,$1c,$10,$70,$f0,$f0,$f0
915 .byte   $f8,$f8,$f8,$f8,$f9,$e7,$c3,$03
916 .byte   $03,$01,$01,$01,$80,$80,$87,$df
917 .byte   $bf,$1f,$0f,$87,$c3,$61,$33,$13
918 .byte   $00,$00
919
920; third column
921
922 .byte   $00,$02,$e3,$e1,$f0,$f0,$f9,$f3
923 .byte   $c3,$01,$81,$80,$80,$80,$c1,$c7
924 .byte   $df,$9f,$1f,$1f,$1f,$0f,$0f,$0f
925 .byte   $0e,$00,$18,$f8,$f8,$f8,$fc,$fc
926 .byte   $fc,$fc,$ff,$f9,$c1,$01,$00,$80
927 .byte   $80,$c0,$e0,$e7,$ef,$87,$07,$c3
928 .byte   $f3,$32
929
930; fourth column
931
932 .byte   $00,$00,$c0,$f0,$62,$41,$e0,$f0
933 .byte   $f8,$fc,$fe,$fd,$70,$00,$80,$c0
934 .byte   $c0,$c0,$e0,$e0,$e0,$f3,$ef,$8f
935 .byte   $0f,$0f,$0f,$07,$07,$07,$07,$02
936 .byte   $0c,$3c,$fc,$fc,$fc,$fc,$fc,$fd
937 .byte   $f3,$47,$87,$87,$86,$8e,$c8,$d0
938 .byte   $80,$00
939
940; fifth column
941
942 .byte   $00,$00,$00,$00,$00,$00,$80,$c0
943 .byte   $70,$20,$60,$e0,$f0,$f0,$f8,$78
944 .byte   $78,$7c,$3a,$23,$c3,$c3,$c3,$c1
945 .byte   $e1,$e1,$e1,$e1,$e2,$fe,$9c,$1c
946 .byte   $1c,$1c,$3c,$38,$38,$30,$48,$90
947 .byte   $90,$a0,$40,$00,$00,$00,$00,$00
948 .byte   $00,$00
949
950
951;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
952                ORG     $FC00
953; first column
954
955 .byte   $00,$00,$00,$00,$00,$00,$00,$00
956 .byte   $02,$00,$01,$01,$0b,$12,$0c,$18
957 .byte   $18,$18,$38,$38,$38,$31,$3f,$4f
958 .byte   $87,$c7,$c7,$47,$47,$47,$47,$46
959 .byte   $44,$5c,$1e,$1e,$0e,$0f,$0f,$07
960 .byte   $07,$02,$06,$03,$01,$00,$00,$00
961 .byte   $00,$00
962
963; second column
964
965 .byte   $00,$00,$01,$03,$07,$23,$61,$61
966 .byte   $e1,$e1,$c6,$de,$be,$3f,$3f,$3f
967 .byte   $3f,$3f,$3c,$30,$40,$c0,$c0,$c0
968 .byte   $c0,$c0,$e0,$e0,$e1,$ff,$df,$0f
969 .byte   $0f,$07,$07,$07,$03,$03,$04,$9e
970 .byte   $fe,$3f,$1f,$1f,$8f,$47,$24,$0f
971 .byte   $01,$00
972
973; third column
974
975 .byte   $00,$08,$07,$83,$c0,$e0,$f1,$ff
976 .byte   $c7,$07,$07,$03,$03,$01,$00,$06
977 .byte   $1f,$7f,$7f,$7f,$7f,$7f,$7f,$3f
978 .byte   $3e,$38,$20,$e0,$e0,$e0,$e0,$f0
979 .byte   $f0,$f0,$f1,$ff,$c7,$07,$03,$03
980 .byte   $03,$01,$01,$86,$9f,$9f,$0f,$87
981 .byte   $e3,$3c
982
983; fourth column
984
985 .byte   $00,$00,$80,$f0,$e6,$43,$c1,$c0
986 .byte   $e0,$e0,$f0,$fb,$f3,$83,$03,$01
987 .byte   $01,$01,$00,$80,$80,$83,$df,$bf
988 .byte   $3f,$3f,$3f,$3f,$1f,$1f,$1f,$1e
989 .byte   $10,$20,$e0,$f0,$f0,$f0,$f0,$f1
990 .byte   $ff,$cf,$0e,$0e,$0e,$0e,$88,$80
991 .byte   $40,$00
992
993; fifth column
994
995 .byte   $00,$00,$00,$00,$00,$00,$80,$c0
996 .byte   $f0,$60,$40,$c0,$e0,$e0,$f0,$f0
997 .byte   $f8,$f8,$fe,$e6,$07,$03,$83,$83
998 .byte   $83,$83,$83,$83,$82,$dc,$bc,$38
999 .byte   $78,$78,$78,$78,$70,$78,$08,$90
1000 .byte   $30,$20,$40,$00,$00,$00,$00,$00
1001 .byte   $00,$00
1002
1003
1004                ORG  $FD00
1005
1006; first column
1007
1008 .byte   $00,$00,$00,$00,$00,$00,$00,$00
1009 .byte   $00,$00,$01,$01,$03,$14,$08,$18
1010 .byte   $18,$10,$30,$30,$30,$31,$6f,$5f
1011 .byte   $8f,$8f,$8f,$0f,$0f,$0f,$0f,$4e
1012 .byte   $48,$58,$38,$38,$1c,$1c,$0e,$0e
1013 .byte   $0e,$06,$04,$02,$01,$00,$00,$00
1014 .byte   $00,$00
1015
1016; second column
1017
1018 .byte   $00,$00,$00,$03,$07,$23,$23,$43
1019 .byte   $c3,$c3,$84,$9c,$fc,$7c,$7c,$7c
1020 .byte   $7c,$fc,$ff,$f1,$81,$01,$81,$81
1021 .byte   $80,$80,$80,$80,$81,$9f,$bf,$3f
1022 .byte   $3f,$3f,$1f,$1f,$1f,$0f,$08,$18
1023 .byte   $7c,$fc,$7e,$3e,$1f,$1f,$04,$0e
1024 .byte   $01,$00
1025
1026; third column
1027
1028 .byte   $00,$0c,$0f,$07,$83,$81,$c1,$ef
1029 .byte   $df,$1f,$0f,$0f,$0f,$07,$06,$00
1030 .byte   $1c,$7c,$fc,$fc,$fe,$fe,$fe,$ff
1031 .byte   $fe,$f8,$e0,$00,$00,$80,$80,$80
1032 .byte   $c0,$c0,$e1,$e7,$df,$1f,$0f,$0f
1033 .byte   $0f,$07,$07,$00,$1c,$fe,$3e,$0f
1034 .byte   $85,$7c
1035
1036; fourth column
1037
1038 .byte   $00,$00,$00,$c0,$fe,$8f,$07,$83
1039 .byte   $81,$c0,$e0,$e3,$ff,$8f,$0f,$07
1040 .byte   $07,$03,$03,$03,$01,$02,$1e,$7e
1041 .byte   $fe,$fe,$fe,$7f,$7f,$7f,$7f,$7e
1042 .byte   $70,$00,$c0,$c0,$c0,$c0,$c0,$c1
1043 .byte   $ee,$de,$1e,$1c,$1c,$1e,$1c,$10
1044 .byte   $20,$00
1045
1046; fifth column
1047
1048 .byte   $00,$00,$00,$00,$00,$00,$80,$c0
1049 .byte   $e0,$e0,$08,$80,$80,$c4,$c0,$e2
1050 .byte   $e0,$f0,$f6,$ee,$0e,$06,$06,$06
1051 .byte   $06,$07,$07,$07,$05,$19,$78,$f8
1052 .byte   $f0,$f2,$f0,$f0,$f0,$f8,$90,$30
1053 .byte   $20,$40,$40,$80,$00,$00,$00,$00
1054 .byte   $00,$00
1055
1056
1057
1058
1059;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
1060;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
1061                ORG     $FE00
1062; first column
1063
1064 .byte   $00,$00,$00,$00,$00,$00,$00,$01
1065 .byte   $01,$03,$03,$07,$07,$04,$08,$10
1066 .byte   $10,$30,$30,$31,$21,$20,$6f,$5f
1067 .byte   $9f,$9f,$9f,$1f,$1f,$1f,$1f,$4e
1068 .byte   $48,$50,$30,$38,$18,$1c,$0c,$0e
1069 .byte   $0e,$07,$04,$00,$00,$00,$00,$00
1070 .byte   $00,$00
1071
1072; second column
1073
1074 .byte   $00,$00,$01,$03,$07,$07,$47,$cf
1075 .byte   $cf,$8f,$88,$18,$78,$f8,$f8,$f8
1076 .byte   $f8,$fc,$ff,$f3,$83,$03,$03,$01
1077 .byte   $01,$01,$01,$01,$00,$9f,$bf,$7f
1078 .byte   $7f,$3f,$3f,$3f,$1f,$1f,$18,$10
1079 .byte   $78,$fc,$fc,$7e,$3e,$1f,$0c,$00
1080 .byte   $00,$00
1081
1082; third column
1083
1084 .byte   $00,$3c,$9e,$8f,$07,$83,$80,$8f
1085 .byte   $ff,$3f,$1f,$1f,$1f,$0f,$0e,$08
1086 .byte   $18,$78,$f8,$f8,$fc,$fc,$fc,$fc
1087 .byte   $ff,$f9,$e1,$01,$01,$00,$00,$00
1088 .byte   $80,$80,$81,$87,$ff,$3f,$1f,$1f
1089 .byte   $0f,$0f,$0f,$00,$18,$7c,$3e,$1e
1090 .byte   $0f,$06
1091
1092; fourth column
1093
1094 .byte   $00,$00,$00,$80,$fe,$8f,$07,$03
1095 .byte   $03,$81,$c0,$c3,$ef,$9f,$1f,$0f
1096 .byte   $0f,$0f,$07,$07,$03,$00,$1c,$7c
1097 .byte   $fc,$fe,$fe,$fe,$fe,$fe,$fe,$ff
1098 .byte   $f1,$41,$81,$81,$81,$81,$81,$c0
1099 .byte   $ce,$fc,$3c,$3c,$3c,$38,$38,$30
1100 .byte   $20,$00
1101
1102; fifth column
1103
1104 .byte   $00,$00,$00,$00,$00,$00,$00,$80
1105 .byte   $c0,$f0,$88,$08,$80,$84,$c4,$c2
1106 .byte   $c2,$e0,$e6,$ee,$0e,$0e,$0e,$0e
1107 .byte   $0e,$0f,$0f,$07,$05,$19,$70,$f0
1108 .byte   $f0,$f0,$f0,$f0,$e4,$e8,$b0,$30
1109 .byte   $60,$40,$c0,$80,$00,$00,$00,$00
1110 .byte   $00,$00
1111
1112
1113                ORG     $FF00
1114; first column
1115
1116 .byte   $00,$00,$00,$00,$00,$00,$00,$00
1117 .byte   $00,$01,$01,$03,$07,$04,$01,$31
1118 .byte   $31,$31,$21,$21,$61,$60,$4e,$fe
1119 .byte   $3e,$1e,$1e,$1e,$1f,$1f,$1f,$1e
1120 .byte   $18,$10,$30,$30,$18,$18,$1c,$0c
1121 .byte   $0e,$0f,$00,$00,$00,$00,$00,$00
1122 .byte   $00,$00
1123
1124; second column
1125
1126 .byte   $00,$00,$03,$03,$07,$07,$87,$cf
1127 .byte   $8f,$8f,$88,$10,$70,$f0,$f0,$f8
1128 .byte   $f8,$f8,$fb,$f7,$87,$07,$07,$07
1129 .byte   $03,$03,$03,$03,$02,$1e,$3e,$fe
1130 .byte   $fe,$7f,$7f,$7f,$3f,$3f,$38,$00
1131 .byte   $60,$f0,$f8,$7c,$3c,$1e,$0c,$0c
1132 .byte   $00,$00
1133
1134; third column
1135
1136 .byte   $00,$20,$fe,$8f,$07,$07,$02,$8e
1137 .byte   $be,$7f,$3f,$3f,$3f,$1f,$1e,$18
1138 .byte   $00,$70,$f0,$f0,$f0,$f8,$f8,$f8
1139 .byte   $fd,$fb,$e3,$03,$03,$03,$01,$01
1140 .byte   $01,$01,$00,$07,$bf,$7f,$7f,$3f
1141 .byte   $3f,$1f,$1f,$08,$10,$78,$7c,$1e
1142 .byte   $0f,$00
1143
1144; fourth column
1145
1146 .byte   $00,$00,$00,$00,$dc,$be,$0f,$07
1147 .byte   $03,$01,$81,$83,$cf,$bf,$3f,$1f
1148 .byte   $1f,$1f,$0f,$0f,$0f,$04,$18,$78
1149 .byte   $f8,$fc,$fc,$fc,$fc,$fc,$fc,$fd
1150 .byte   $f3,$c3,$03,$03,$03,$03,$83,$82
1151 .byte   $8c,$bc,$7c,$38,$39,$38,$38,$60
1152 .byte   $40,$00
1153
1154; fifth column
1155
1156 .byte   $00,$00,$00,$00,$00,$00,$00,$80
1157 .byte   $c0,$f0,$98,$08,$08,$84,$84,$86
1158 .byte   $c2,$c2,$c4,$fe,$1e,$1e,$1e,$1e
1159 .byte   $0e,$0e,$0e,$0e,$0d,$11,$70,$f2
1160 .byte   $e2,$e2,$e0,$e0,$e0,$c8,$b0,$30
1161 .byte   $60,$40,$c0,$80,$00,$00,$00,$00
1162 .byte   $00,$00
1163
1164
1165
1166
1167
1168
1169
1170;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
1171;
1172; Set up the 6502 interrupt vector table
1173;
1174		ORG	IntVectors
1175NMI             .word   Cart_Init
1176Reset           .word   Cart_Init
1177IRQ             .word   Cart_Init
1178
1179;		END
1180