;--------------------------------------;;ÁRMAGEDDON ÉNTRO #9 'SHORTY' ÊUNE 1993;;CODE:  ÍOLOCH...  LOGO:  ÁCEÍAN/ÁRCANE;;--------------------------------------;         *= $1000LOGO     = $0800MATR     = $1400CSET1X1  = $2000SINUS1   = $1600SINUS2   = $1600XPAUSE1  = $02XPAUSE2  = $03SCREEN1  = $D8A0SCREEN2  = $DB20GAMENAME = $1300;--------------------------------------;         JMP JUMP         .TEXT "COPYRIGHT (C) 1993 "         .TEXT "ARMAGEDDON"JUMP     JSR SETUP;--------------------------------------;         SEI         LDA #$7F         STA $DC0D         LDA #$01         STA $D01A         LDA #$32         STA $D012         LDA #$1B         STA $D011         LDA #<IRQ1         LDX #>IRQ1         STA $0314         STX $0315         CLISPACECK  LDA $DC01         CMP #$EF         BNE SPACECK         JMP TRANSFERIRQ1     INC $D019         LDA #$00         STA $D021         LDA #<IRQ2         LDX #>IRQ2         STA $0314         STX $0315         LDA #$71         STA $D012         LDA #$18         STA $D018         JMP $EA81IRQ2     INC $D019         DEC $FFFF         DEC $FFFF         DEC $FFFF         DEC $FFFF         DEC $FFFF         DEC $FFFF         DEC $FFFF         LDA #<IRQ3         LDX #>IRQ3         STA $0314         STX $0315         LDA #$BA         STA $D012         LDA #$18         STA $D016         LDA #$12         STA $D018         LDA #$0F         STA $D022         LDA #$0C         STA $D023         LDA #$0B         STA $D021         JSR SWING1         JSR SWING2         JMP $EA81IRQ3     INC $D019         LDA #$00         STA $D021         LDA #<IRQ1         LDX #>IRQ1         STA $0314         STX $0315         LDA #$FF         STA $D012         LDA #$18         STA $D018         JMP $EA81;--------------------------------------;SWING1   LDX SWIP1         LDA SINUS1,X         PHA         PLA         LSR A         LSR A         LSR A         TAY         LDX #$00SLOOP1   LDA MATRIX1,Y         STA SCREEN1,X         INX         INY         CPX #$28         BNE SLOOP1         DEC SWIP1         DEC SWIP1         DEC SWIP1         RTSSWING2   LDX SWIP2         LDA SINUS2,X         PHA         PLA         LSR A         LSR A         LSR A         TAY         LDX #$00SLOOP2   LDA MATRIX2,Y         STA SCREEN2,X         INX         INY         CPX #$28         BNE SLOOP2         INC SWIP2         INC SWIP2         INC SWIP2         RTS;--------------------------------------;SETUP    JSR $E544         LDA #$00         STA $D020         STA $D021         LDX #$00C1       LDA #$08         STA $D940,X         STA $D940+$68,X         INX         BNE C1         LDX #$00C2       LDA #$09         STA $D800,X         STA $DB00,X         INX         BNE C2         LDX #$00PM1      LDA MATR,X         STA $0540,X         LDA MATR+$68,X         STA $0540+$68,X         INX         BNE PM1         LDX #$00GN1      LDA GAMENAME,X         STA $04A0,X         STA $0720,X         INX         CPX #$28         BNE GN1         RTS;--------------------------------------;TRANSFER SEI         LDA #$31         LDX #$EA         STA $0314         STX $0315         LDA #$00         STA $D01A         STA $D418         LDA #$81         STA $DC0D         CLI         JSR $FF81         LDX #$00LOOPA    LDA LABEL1,X         STA $0400,X         INX         BNE LOOPA         LDX #$00DIS1     LDA $1700,X         STA $0600,X         INX         BNE DIS1         LDA #$00         STA $0800         JMP $0400LABEL1   SEI         LDA #$34         STA $01LABEL3   LDX #$00LABEL2   LDA $2200,X         STA $0801,X         INX         BNE LABEL2         INC $0409         INC $040C         LDA $0409         BNE LABEL3         LDA #$37         STA $01         CLI         JSR $A659         JMP $A7AE;--------------------------------------;SWIP1    .BYTE $00SWIP2    .BYTE $00MATRIX1  .BYTE $00,$00,$00,$00,$00,$00         .BYTE $00,$00,$00,$00,$00,$00         .BYTE $00,$00,$00,$00,$00,$00         .BYTE $00,$00,$00,$00,$00,$00         .BYTE $01,$01,$01,$01,$01,$01         .BYTE $01,$00,$00,$00,$00,$00         .BYTE $00,$00,$00,$00,$00,$00         .BYTE $00,$00,$00,$00,$00,$00MATRIX2  .BYTE $00,$00,$00,$00,$00,$00         .BYTE $00,$00,$00,$00,$00,$00         .BYTE $00,$00,$00,$00,$00,$00         .BYTE $00,$00,$00,$00,$00,$00         .BYTE $01,$01,$01,$01,$01,$01         .BYTE $01,$00,$00,$00,$00,$00         .BYTE $00,$00,$00,$00,$00,$00         .BYTE $00,$00,$00,$00,$00,$00