jmechner April 17, 2012
Attempted line ending fix

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    * grafixCopyProtect = 1EditorDisk = 0org = $400 tr on lst off lstdo off*-------------------------------**  PRINCE OF PERSIA*  Copyright 1989 Jordan Mechner**------------------------------- org org
     jmp GR jmp DRAWALL jmp CONTROLLER jmp dispversion jmp SAVEBLUE
     jmp RELOADBLUE jmp MOVEMEM jmp BUTTONS ;ed jmp GTONE jmp SETCENTER
     jmp DIMCHAR jmp CVTX jmp ZEROPEEL jmp ZEROPEELS jmp PREAD
     jmp ADDPEEL jmp COPYSCRN jmp SNGPEEL jmp RND jmp CLS
     jmp LAY jmp FASTLAY jmp LAYRSAVE jmp LRCLS jmp FASTMASK
     jmp FASTBLACK jmp PEEL jmp GETWIDTH jmp COPY2000 jmp COPY2000MA
     jmp SETFASTAUX jmp SETFASTMAIN jmp LOADLEVEL jmp ATTRACTMODE jmp XMINIT
     jmp XMPLAY jmp CUTPRINCESS jmp XTITLE jmp COPY2000AM jmp RELOAD
     jmp LOADSTAGE2 jmp RELOAD jmp GETSELECT jmp GETDESEL jmp EDREBOOT ;ed
     jmp GOBUILD ;ed jmp GOGAME ;ed jmp WRITEDIR ;ed jmp READDIR ;ed jmp SAVELEVEL ;ed
     jmp SAVELEVELG ;ed jmp ADDBACK jmp ADDFORE jmp ADDMID jmp ADDMIDEZ
     jmp ADDWIPE jmp ADDMSG jmp SAVEGAME jmp LOADGAME jmp ZEROLSTS
     jmp SCREENDUMP jmp MINIT jmp MPLAY jmp SAVEBINFO jmp RELOADBINFO
     jmp INVERTY jmp NORMSPEED jmp ADDMIDEZO jmp CALCBLUE jmp ZERORED
     jmp XPLAYCUT jmp CHECKIIGS jmp FASTSPEED jmp MUSICKEYS jmp DOSTARTGAME
     jmp EPILOG jmp LOADALTSET jmp XMOVEMUSIC jmp WHOOPVBLvect jmp VBLANK ;changed by InitVBLANK if IIc
     jmp VBLI ;VBL interrupt
    *------------------------------- lst put eq lst put gameeq lst put soundnames lst off*------------------------------- dum locals]temp]dest ds 2]source ds 2]endsourc ds 2index ds 1
     dend
    *-------------------------------*  Apple soft switches
    IOUDISoff = $c07fIOUDISon = $c07eDHIRESoff = $c05fDHIRESon = $c05eHIRESon = $c057HIRESoff = $c056PAGE2on = $c055PAGE2off = $c054MIXEDon = $c053MIXEDoff = $c052TEXTon = $c051TEXToff = $c050ALTCHARon = $c00fALTCHARoff = $c00eADCOLon = $c00dADCOLoff = $c00cALTZPon = $c009ALTZPoff = $c008RAMWRTaux = $c005RAMWRTmain = $c004RAMRDaux = $c003RAMRDmain = $c002ADSTOREon = $c001ADSTOREoff = $c000RWBANK2 = $c083RWBANK1 = $c08bUSEROM = $c082
    *-------------------------------*  Key equates
    CTRL = $60ESC = $9bDELETE = $7fSHIFT = $20
    ksound = "s"-CTRLkmusic = "n"-CTRL
    *-------------------------------*  Joystick "center" width (increase for bigger center)
    cwidthx = 10 ;15cwidthy = 15 ;21
    *-------------------------------*  Addresses of character image tables*  (Bank: 2 = main, 3 = aux)
    chtabbank db 2,2,2,3,2,3,3
    chtablist db #>chtable1,#>chtable2,#>chtable3,#>chtable4 db #>chtable5,#>chtable6,#>chtable7
    dummy db maxpeel,maxpeel
    *-------------------------------**  A D D B A C K**  Add an image to BACKGROUND image list**  In: XCO, YCO, IMAGE (coded), OPACITY**  IMAGE bit 7 specifies image table (0 = bgtable1,*  1 = bgtable2); low 6 bits = image # within table**-------------------------------ADDBACK ldx bgX ;# images already in list inx cpx #maxback bcs :rts ;list full (shouldn't happen)
     lda XCO sta bgX,x
     lda YCO cmp #192 bcs :rts sta bgY,X
     lda IMAGE sta bgIMG,X
     lda OPACITY sta bgOP,X
     stx bgX:rts]rts rts
    *-------------------------------**  A D D F O R E**  Add an image to FOREGROUND image list**  In: same as ADDBACK**-------------------------------ADDFORE ldx fgX inx cpx #maxfore bcs ]rts
     lda XCO sta fgX,X
     lda YCO cmp #192 bcs ]rts sta fgY,X
     lda IMAGE sta fgIMG,X
     lda OPACITY sta fgOP,X
     stx fgX]rts rts
    *-------------------------------**  A D D M S G**  Add an image to MESSAGE image list (uses bg tables)**  In:  XCO, OFFSET, YCO, IMAGE (coded), OPACITY (bit 6 coded)**-------------------------------ADDMSG ldx msgX inx cpx #maxmsg bcs ]rts
     lda XCO sta msgX,X lda OFFSET sta msgOFF,X
     lda YCO sta msgY,X
     lda IMAGE sta msgIMG,X
     lda OPACITY sta msgOP,X
     stx msgX]rts rts
    *-------------------------------**  A D D  W I P E**  Add image to wipe list**  In: XCO, YCO, height, width; A = color**-------------------------------ADDWIPE ldx wipeX inx cpx #maxwipe bcs ]rts
     sta wipeCOL,x lda blackflag ;TEMP beq :1 ; lda #$ff ; sta wipeCOL,x ;:1 lda XCO sta wipeX,x lda YCO sta wipeY,x
     lda height sta wipeH,x lda width sta wipeW,x
     stx wipeX]rts rts
    *-------------------------------**  A D D   M I D**  Add an image to mid table**  In:  XCO, OFFSET, YCO, IMAGE, TABLE, OPACITY*       FCharFace, FCharCU-CD-CL-CR*       A = midTYP**  midTYP bit 7: 1 = char tables, 0 = bg tables*  midTYP bits 0-6:*    0 = use fastlay (normal for floorpieces)*    1 = use lay alone*    2 = use lay with layrsave (normal for characters)**  For char tables: IMAGE = image #, TABLE = table #*  For bg tables: IMAGE bits 0-6 = image #, bit 7 = table #**-------------------------------ADDMID ldx midX inx cpx #maxmid bcs ]rts
     sta midTYP,x
     lda XCO sta midX,x lda OFFSET sta midOFF,x
     lda YCO sta midY,x
     lda IMAGE sta midIMG,x
     lda TABLE sta midTAB,x
     lda FCharFace ;- left, + right eor #$ff ;+ normal, - mirror and #$80 ora OPACITY sta midOP,x
     lda FCharCU sta midCU,x lda FCharCD sta midCD,x lda FCharCL sta midCL,x lda FCharCR sta midCR,x
     stx midX]rts rts
    *-------------------------------**  ADDMID "E-Z" version**  No offset, no mirroring, no cropping**  In: XCO, YCO, IMAGE, TABLE, OPACITY*      A = midTYP**-------------------------------ADDMIDEZ lda #0 sta OFFSETADDMIDEZO ldx midX inx cpx #maxmid bcs ]rts
     sta midTYP,x
     lda XCO sta midX,x lda OFFSET sta midOFF,x
     lda YCO sta midY,x
     lda IMAGE sta midIMG,x
     lda TABLE sta midTAB,x
     lda OPACITY sta midOP,x
     lda #0 sta midCU,x sta midCL,x lda #40 sta midCR,x lda #192 sta midCD,x
     stx midX]rts rts
    *-------------------------------**  A D D P E E L**  (Call immediately after layrsave)*  Add newly generated image to peel list**-------------------------------ADDPEEL lda PEELIMG+1 beq ]rts ;0 is layersave's signal to skip it
     lda PAGE beq :1
     do CopyProtect ldx purpleflag ;should be 1! lda dummy,x
     else lda #maxpeel fin
    :1 sta :sm+1 ;self-mod
     tax lda peelX,x ;# of images in peel list clc adc #1 cmp #maxpeel bcs ]rts sta peelX,x clc:sm adc #0 ;0/maxpeel tax
     lda PEELXCO sta peelX,x lda PEELYCO sta peelY,x ;x & y coords of saved image
     lda PEELIMG sta peelIMGL,x lda PEELIMG+1 sta peelIMGH,x ;2-byte image address (in peel buffer)
    ]rts rts
    *-------------------------------**  D R A W A L L**  Draw everything in image lists**  This is the only routine that calls HIRES routines.**-------------------------------DRAWALL jsr DOGEN ;Do general stuff like cls
     lda blackflag ;TEMP bne :1 ;
     jsr SNGPEEL ;"Peel off" characters;(using the peel list we;set up 2 frames ago)
    :1 jsr ZEROPEEL ;Zero just-used peel list
     jsr DRAWWIPE ;Draw wipes
     jsr DRAWBACK ;Draw background plane images
     jsr DRAWMID ;Draw middle plane images;(& save underlayers to now-clear peel list)
     jsr DRAWFORE ;Draw foreground plane images
     jmp DRAWMSG ;Draw messages
    *-------------------------------**  D O  G E N**  Do general stuff like clear screen**-------------------------------DOGEN lda genCLS beq :1 jsr cls
    * purple copy-protection
    :1 ldx BGset1 cpx #1 bne ]rts lda #0 sta dummy-1,x
    ]rts rts
    *-------------------------------**  D R A W W I P E**  Draw wipe list (using "fastblack")**-------------------------------DRAWWIPE lda wipeX ;# of images in list beq ]rts ;list is empty
     lda #1 ;start with image #1:loop pha tax
     lda wipeH,x sta IMAGE ;height lda wipeW,x sta IMAGE+1 ;width lda wipeX,X sta XCO ;x-coord lda wipeY,X sta YCO ;y-coord lda wipeCOL,X sta OPACITY ;color jsr fastblack
     pla clc adc #1 cmp wipeX bcc :loop beq :loop]rts rts
    *-------------------------------**  D R A W B A C K**  Draw b.g. list (using fastlay)**-------------------------------DRAWBACK lda bgX ;# of images in list beq ]rts
     ldx #1:loop stx index
     lda bgIMG,x sta IMAGE ;coded image # jsr setbgimg ;extract TABLE, BANK, IMAGE
     lda bgX,x sta XCO lda bgY,X sta YCO lda bgOP,x sta OPACITY jsr fastlay
     ldx index inx cpx bgX bcc :loop beq :loop]rts rts
    *-------------------------------**  D R A W F O R E**  Draw foreground list (using fastmask/fastlay)**-------------------------------DRAWFORE lda fgX beq ]rts
     ldx #1:loop stx index
     lda fgIMG,x sta IMAGE jsr setbgimg
     lda fgX,x sta XCO lda fgY,x sta YCO
     lda fgOP,x ;opacity cmp #mask bne :1 jsr fastmask jmp :cont
    :1 sta OPACITY ;fastlay for everything else jsr fastlay
    :cont ldx index inx cpx fgX bcc :loop beq :loop]rts rts
    *-------------------------------**  S N G   P E E L**  Draw peel list (in reverse order) using "peel" (fastlay)**-------------------------------SNGPEEL ldx PAGE beq :1 ldx #maxpeel:1 stx :sm+1 lda peelX,x ;# of images in list beq ]rts
    :loop pha clc:sm adc #0 ;self-mod: 0 or maxpeel tax
     lda peelIMGL,x sta IMAGE lda peelIMGH,x sta IMAGE+1 lda peelX,x sta XCO lda peelY,x sta YCO lda #sta sta OPACITY jsr peel
     pla sec sbc #1 bne :loop]rts rts
    *-------------------------------**  D R A W M I D**  Draw middle list (floorpieces & characters)**-------------------------------DRAWMID lda midX ;# of images in list beq ]rts
     ldx #1:loop stx index
     lda midIMG,x sta IMAGE lda midTAB,x sta TABLE lda midX,x sta XCO lda midY,x sta YCO lda midOP,x sta OPACITY
     lda midTYP,x ;+ use bg tables bmi :UseChar ;- use char tables jsr setbgimg ;protects A,X jmp :GotTable
    :UseChar jsr setcharimg ;protects A,X
    :GotTable ;A = midTYP,x and #$7f ;low 7 bits: 0 = fastlay, 1 = lay, 2 = layrsave beq :fastlay cmp #1 beq :lay cmp #2 beq :layrsave
    :Done ldx index inx cpx midX bcc :loop beq :loop]rts rts
    * midTYP values:*    0 = use fastlay (normal for floorpieces)*    1 = use lay alone*    2 = use lay with layrsave (normal for characters)
    :fastlay jsr fastlay jmp :Done
    :layrsave jsr :setaddl ;set additional params for lay
     jsr layrsave ;save underlayer in peel buffer jsr ADDPEEL ;& add to peel list
     jsr lay ;then lay down image
     jmp :Done
    :lay jsr :setaddl jsr lay jmp :Done
    :setaddl lda midOFF,x sta OFFSET lda midCL,x sta LEFTCUT lda midCR,x sta RIGHTCUT lda midCU,x sta TOPCUT lda midCD,x sta BOTCUT rts
    *-------------------------------**  D R A W M S G**  Draw message list (using bg tables & lay)**  OPACITY bit 6: 1 = layrsave, 0 = no layrsave**-------------------------------DRAWMSG lda msgX beq ]rts
     ldx #1:loop stx index
     lda msgIMG,x sta IMAGE jsr setbgimg
     lda msgX,x sta XCO lda msgOFF,x sta OFFSET lda msgY,x sta YCO
     lda #0 sta LEFTCUT sta TOPCUT lda #40 sta RIGHTCUT lda #192 sta BOTCUT
     lda msgOP,x sta OPACITY and #%01000000 beq :1 lda OPACITY and #%10111111 ;bit 6 set: use layrsave sta OPACITY
     jsr layrsave jsr ADDPEEL
    :1 jsr lay
     ldx index inx cpx msgX bcc :loop beq :loop]rts rts
    *-------------------------------**  S E T   B  G   I M A G E**  In: IMAGE = coded image #*  Out: BANK, TABLE, IMAGE set for hires call**  Protect A,X**-------------------------------setbgimg tay
     lda #3 ;auxmem sta BANK
     lda #0 sta TABLE
     lda IMAGE ;Bit 7: 0 = bgtable1, 1 = bgtable2 bpl :bg1
     and #$7f sta IMAGE
     lda #>bgtable2 bne :ok
    :bg1 lda #>bgtable1:ok sta TABLE+1
     tya rts
    *-------------------------------**  S E T   C H A R   I M A G E**  In: TABLE = chtable # (0-7)*  Out: BANK, TABLE set for hires call**  Protect A,X**-------------------------------setcharimg pha
     ldy TABLE lda chtabbank,y sta BANK
     lda #0 sta TABLE lda chtablist,y sta TABLE+1
     pla rts
    *-------------------------------**  D I M C H A R**  Get dimensions of character*  (Misc. routine for use by CTRL)**  In: A = image #, X = table #*  Out: A = width, X = height**-------------------------------DIMCHAR sta IMAGE stx TABLE jsr setcharimg jmp getwidth
    *-------------------------------**  C V T X**  Convert X-coord to byte & offset*  Works for both single & double hires**  In: XCO/OFFSET = X-coord (2 bytes)*  Out: XCO/OFFSET = byte/offset**  Hires scrn: X-coord range 0-279, byte range 0-39*  Dbl hires scrn: X-coord range 0-559, byte range 0-79**  Trashes Y-register**  Returns accurate results for all input (-32767 to 32767)*  but wildly offscreen values will slow it down**-------------------------------]XL = XCO]XH = OFFSET
    range = 36*7 ;largest multiple of 7 under 256
    CVTX lda #0 sta ]temp
     lda ]XH bmi :negative ;X < 0 beq :ok ;0 <= X <= 255
    :loop lda ]temp clc adc #36 sta ]temp
     lda ]XL sec sbc #range sta ]XL
     lda ]XH sbc #0 sta ]XH
     bne :loop
    :ok ldy ]XL lda ByteTable,y clc adc ]temp sta XCO
     lda OffsetTable,y sta OFFSET rts
    :negative lda ]temp sec sbc #36 sta ]temp
     lda ]XL clc adc #range sta ]XL
     lda ]XH adc #0 sta ]XH bne :negative beq :ok]rts rts
    *-------------------------------**  Z E R O L I S T S**  Zero image lists (except peel lists)**-------------------------------ZEROLSTS lda #0 sta genCLS sta wipeX sta bgX sta midX sta objX sta fgX sta msgX rts
    *-------------------------------**  Zero both peel lists**-------------------------------ZEROPEELS lda #0 sta peelX sta peelX+maxpeel]rts rts
    *-------------------------------**  Z E R O P E E L**  Zero peel list & buffer for whichever page we're on**  (Point PEELBUF to beginning of appropriate peel buffer*  & set #-of-images byte to zero)**-------------------------------ZEROPEEL lda #0 ldx PAGE beq :page1:page2 sta peelX+maxpeel lda #peelbuf2 sta PEELBUF lda #>peelbuf2 sta PEELBUF+1 rts
    :page1 sta peelX lda #peelbuf1 sta PEELBUF lda #>peelbuf1 sta PEELBUF+1 rts
    *-------------------------------**  Joystick/keyboard routines**-------------------------------**  Get input from selected/deselected device**  In: kbdX, kbdY, joyX, joyY, BTN0, BTN1, ManCtrl**  Out: JSTKX, JSTKY, btn**-------------------------------GETSELECT lda joyon ;joystick selected? bne getjoy ;yes--use jstk beq getkbd ;no--use kbd
    GETDESEL lda joyon bne getkbd beq getjoy
    getjoy lda joyX sta JSTKX lda joyY sta JSTKY
     lda BTN1 ldx ManCtrl ;When manual ctrl is on, btn 0 belongs bmi :1 ;to kbd and btn 1 to jstk.  With manual ctrl ora BTN0 ;off, btns can be used interchangeably.:1 sta btn rts
    getkbd lda kbdX sta JSTKX lda kbdY sta JSTKY
     lda BTN0 ldx ManCtrl bmi :1 ora BTN1:1 sta btn]rts rts
    *-------------------------------**  Read controller (jstk & buttons)**  Out: joyX-Y, BTN0-1**-------------------------------CONTROLLER jsr JREAD ;read jstk
     jmp BREAD ;& btns
    *-------------------------------**  Read joystick**  Out: joyX-Y**  joyX: -1 = left, 0 = center, +1 = right*  joyY: -1 = up, 0 = center, +1 = down**-------------------------------JREAD lda joyon beq ]rts jsr PREAD ;read game pots
     ldx #0 jsr cvtpdl inx jsr cvtpdl
    * Reverse joyY?
     lda jvert beq :1
     lda #0 sec sbc joyY sta joyY
    * Reverse joyX?
    :1 lda jhoriz beq ]rts
     lda #0 sec sbc joyX sta joyX]rts rts
    *-------------------------------**  Read buttons**  Out: BTN0-1**-------------------------------BREAD lda jbtns bne :1 ;buttons switched
     lda $c061 ldx $c062:2 sta BTN0 stx BTN1 rts
    :1 ldx $c062 lda $c061 jmp :2
    *-------------------------------**  (Temp routine--for builder only)**-------------------------------BUTTONS do EditorDisk ldx BTN0 ;"raw" lda #0 sta BUTT0 lda b0down ;last button value stx b0down and #$80 bne :rdbtn1 stx BUTT0
    :rdbtn1 ldx BTN1 lda #0 sta BUTT1 lda b1down stx b1down and #$80 bne :rdjup stx BUTT1
    :rdjup lda joyY bmi ]rts lda #0 sta JSTKUP ;jstk is not up--clear JSTKUP fin
    ]rts rts
    *-------------------------------**  Convert raw counter value (approx. 0-70) to -1/0/1**  In: X = paddle # (0 = horiz, 1 = vert)**-------------------------------cvtpdl lda joyX,x cmp jthres1x,x bcs :1 lda #-1 bne :3:1 cmp jthres2x,x bcs :2 lda #0 beq :3:2 lda #1:3 sta joyX,x]rts rts
    *-------------------------------**  Read game pots**  Out: Raw counter values (approx. 0-70) in joyX-Y**-------------------------------PREAD lda #0 sta joyX sta joyY
     lda $c070 ;Reset timers
    :loop ldx #1:1 lda $c064,x ;Check timer input bpl :beat inc joyX,x ;Still high; increment counter:nextpdl dex bpl :1
     lda $C064 ora $C065 bpl ]rts ;Both inputs low: we're done
     lda joyX ora joyY bpl :loop ;Do it again]rts rts
    :beat nop bpl :nextpdl ;Kill time
    *-------------------------------**  Select jstk & define current joystick posn as center**  Out: jthres1-2x, jthres1-2y**-------------------------------SETCENTER jsr normspeed ;IIGS
     lda #$ff sta joyon ;Joystick on
     lda #0 sta jvert sta jhoriz sta jbtns ;set normal params
     jsr PREAD ;get raw jstk values
     lda joyX ora joyY bmi :nojoy ;No joystick connected
     lda joyX sec sbc #cwidthx sta jthres1x lda joyX clc adc #cwidthx sta jthres2x
     lda joyY sec sbc #cwidthy sta jthres1y lda joyY clc adc #cwidthy sta jthres2y rts
    :nojoy lda #0 sta joyon]rts rts
    *-------------------------------**  Move a block of memory**  In: A < X.Y**  20 < 40.60 means 2000 < 4000.5fffm*  WARNING: If x >= y, routine will wipe out 64k**-------------------------------MOVEMEM sta ]dest+1 stx ]source+1 sty ]endsourc+1
     ldy #0 sty ]dest sty ]source sty ]endsourc
    :loop lda (]source),y sta (]dest),y iny bne :loop
     inc ]source+1 inc ]dest+1 lda ]source+1 cmp ]endsourc+1 bne :loop rts
    *-------------------------------**  G  T  O  N  E**  Call this routine to confirm special-key presses*  & any other time we want to bypass normal sound interface**-------------------------------SK1Pitch = 15SK1Dur = 50
    GTONE ldy #SK1Pitch ldx #>SK1Pitch lda #SK1Dur jmp tone
    *-------------------------------**  Whoop speaker (like RW18)**-------------------------------WHOOP ldy #0:1 tya bit $c030:2 sec sbc #1 bne :2 dey bne :1]rts rts
    *-------------------------------**  Produce tone**  In: y-x = pitch lo-hi*      a = duration**-------------------------------tone sty :pitch stx :pitch+1:outloop bit $c030 ldx #0:midloop ldy #0:inloop iny cpy :pitch bcc :inloop inx cpx :pitch+1 bcc :midloop sec sbc #1 bne :outloop rts
    :pitch ds 2
    *-------------------------------** Copy one hires page to the other** In: PAGE = dest scrn (00/20)**-------------------------------COPYSCRN lda PAGE clc adc #$20 sta IMAGE+1 ;dest addr eor #$60 sta IMAGE ;org addr
     jmp copy2000
    *-------------------------------**  Generate random number**  RNDseed := (5 * RNDseed + 23) mod 256**-------------------------------RND lda RNDseed asl asl clc adc RNDseed clc adc #23 sta RNDseed]rts rts
    *-------------------------------**  Calls to hires & master routines**  Hires & master routines are in main lc & use main zp;*  rest of code uses aux lc, zp.**-------------------------------**  Master**-------------------------------LOADLEVEL sta ALTZPoff ;main l.c. jsr _loadlevel sta ALTZPon ;aux l.c. rts
    ATTRACTMODE sta ALTZPoff jsr _attractmode sta ALTZPon rts
    CUTPRINCESS sta ALTZPoff jsr _cutprincess sta ALTZPon rts
    RELOAD sta ALTZPoff jsr _reload sta ALTZPon rts
    LOADSTAGE2 sta ALTZPoff jsr _loadstage2 sta ALTZPon rts
    SAVEGAME sta ALTZPoff jsr _savegame sta ALTZPon rts
    LOADGAME sta ALTZPoff jsr _loadgame sta ALTZPon rts
    DOSTARTGAME sta ALTZPoff jmp _dostartgame
    EPILOG sta ALTZPoff jmp _epilog
    LOADALTSET sta ALTZPoff jsr _loadaltset sta ALTZPon rts
    SCREENDUMP sta ALTZPoff jsr _screendump sta ALTZPon rts
    *-------------------------------** Edmaster (editor disk only)**------------------------------- do EditorDisk
    SAVELEVEL sta ALTZPoff jsr _savelevel sta ALTZPon rts
    SAVELEVELG sta ALTZPoff jsr _savelevelg sta ALTZPon rts
    READDIR sta ALTZPoff jsr _readdir sta ALTZPon rts
    WRITEDIR sta ALTZPoff jsr _writedir sta ALTZPon rts
    GOBUILD sta ALTZPoff jsr _gobuild sta ALTZPon rts
    GOGAME sta ALTZPoff jsr _gogame sta ALTZPon rts
    EDREBOOT sta ALTZPoff jsr _edreboot sta ALTZPon rts
     elseSAVELEVELSAVELEVELGREADDIRWRITEDIRGOBUILDGOGAMEEDREBOOT rts fin
    *-------------------------------**  Hires**-------------------------------CLS jsr prehr sta ALTZPoff jsr _cls sta ALTZPon rts
    LAY jsr prehr sta ALTZPoff jsr _lay sta ALTZPon rts
    FASTLAY jsr prehr sta ALTZPoff jsr _fastlay sta ALTZPon rts
    LAYRSAVE jsr prehr sta ALTZPoff jsr _layrsave sta ALTZPon jmp posthr
    LRCLS sta scrncolor ;In: A = screen color sta ALTZPoff jsr _lrcls sta ALTZPon rts
    FASTMASK jsr prehr sta ALTZPoff jsr _fastmask sta ALTZPon rts
    FASTBLACK jsr prehr sta ALTZPoff jsr _fastblack sta ALTZPon rts
    PEEL jsr prehr sta ALTZPoff jsr _peel sta ALTZPon rts
    GETWIDTH jsr prehr sta ALTZPoff jsr _getwidth sta ALTZPon rts
    COPY2000 jsr prehr sta ALTZPoff jsr _copy2000 sta ALTZPon rts
    COPY2000AM jsr prehr sta ALTZPoff jsr _copy2000am sta ALTZPon rts
    COPY2000MA jsr prehr sta ALTZPoff jsr _copy2000ma sta ALTZPon rts
    SETFASTAUX sta ALTZPoff jsr _setfastaux sta ALTZPon rts
    SETFASTMAIN sta ALTZPoff jsr _setfastmain sta ALTZPon rts
    INVERTY sta ALTZPoff jsr _inverty sta ALTZPon rts
    *-------------------------------**  Call sound routines (in aux l.c. bank 1)*  Exit with bank 2 switched in**-------------------------------]bank1in bit RWBANK1 bit RWBANK1 rts
    MINIT jsr ]bank1in jsr CALLMINIT]bank2in bit RWBANK2 bit RWBANK2 rts
    MPLAY jsr ]bank1in jsr CALLMPLAY jmp ]bank2in
    *-------------------------------**  Call aux l.c. routines from MASTER (main l.c.)**-------------------------------XMINIT sta ALTZPon jsr MINIT sta ALTZPoff rts
    XMPLAY sta ALTZPon jsr MPLAY sta ALTZPoff rts
    XTITLE sta ALTZPon jsr titlescreen sta ALTZPoff rts
    XPLAYCUT sta ALTZPon jsr playcut ;in subs sta ALTZPoff rts
    XMOVEMUSIC sta ALTZPon jsr movemusic ;in misc sta ALTZPoff rts
    *-------------------------------** Copy hires params from aux to main z.p.** (Enter & exit w/ ALTZP on)**-------------------------------prehr ldx #$17:loop sta ALTZPon ;aux zp lda $00,x sta ALTZPoff ;main zp sta $00,x dex bpl :loop sta ALTZPon rts
    *-------------------------------** Copy hires params from main to aux z.p.** (Enter & exit w/ ALTZP on)**-------------------------------posthr ldx #$17:loop sta ALTZPoff lda $00,x sta ALTZPon sta $00,x dex bpl :loop]rts rts
    *-------------------------------**  Save master copy of blueprint in l.c. bank 1**-------------------------------SAVEBLUE jsr ]bank1in lda #>$d700 ldx #>$b700 ldy #>$b700+$900 jsr movemem jmp ]bank2in
    SAVEBINFO jsr ]bank1in lda #>$d000 ldx #>$a600 ldy #>$a600+$600 jsr movemem jmp ]bank2in
    *-------------------------------** Reload master copy of blueprint from l.c. bank 1**-------------------------------RELOADBLUE jsr ]bank1in lda #>$b700 ldx #>$d700 ldy #>$d700+$900 jsr movemem jmp ]bank2in
    RELOADBINFO jsr ]bank1in lda #>$a600 ldx #>$d000 ldy #>$d000+$600 jsr movemem jmp ]bank2in
    *-------------------------------**  Display lo-res page 1**-------------------------------GR jmp gtone ;temp!
    *-------------------------------* The following routines properly belong to FRAMEADV* but have been moved here for lack of space*-------------------------------**  C A L C   B L U E**  Given:  screen #, 1-24 (in acc)*  Return: start of BLUETYPE table (in BlueType)*          start of BLUESPEC table (in BlueSpec)**  If A = 0...*    In game: returns garbage*    In builder: returns menu data**-------------------------------CALCBLUE cmp #0 beq calcmenu
     sec sbc #1 ;reduce to 0-23 asl tax ;x2
     lda Mult30,x clc adc #blueprnt sta BlueType
     lda Mult30+1,x adc #>blueprnt sta BlueType+1
     lda BlueType clc adc #24*30 sta BlueSpec
     lda BlueType+1 adc #>24*30 sta BlueSpec+1
    ]rts rts
    calcmenu lda #menutype sta BlueType lda #>menutype sta BlueType+1
     lda #menuspec sta BlueSpec lda #>menuspec sta BlueSpec+1 rts
    *-------------------------------**  Z E R O   R E D**  zero redraw buffers**-------------------------------ZERORED lda #0 ldy #29:loop sta redbuf,y sta fredbuf,y sta floorbuf,y sta halfbuf,y sta wipebuf,y sta movebuf,y sta objbuf,y dey bpl :loop
     ldy #9:loop2 sta topbuf,y dey bpl :loop2
     rts
    *-------------------------------**  Routines to interface with MSYS (Music System II)**-------------------------------** Switch zero page**-------------------------------switchzp ldx #31:loop ldy savezp,x lda $00,x sta savezp,x tya sta $00,x dex bpl :loop rts
    *-------------------------------**  Call MINIT**  In: A = song #**-------------------------------CALLMINIT pha jsr switchzp pla jsr _minit jmp switchzp
    *-------------------------------**  Call MPLAY**  Out: A = song #*  (Most songs set song # = 0 when finished)**-------------------------------CALLMPLAY lda soundon and musicon beq :silent
     jsr switchzp jsr _mplay ;returns INDEX pha jsr switchzp pla rts
    :silent lda #0]rts rts
    *-------------------------------**  M U S I C   K E Y S**  Call while music is playing**  Esc to pause, Ctrl-S to turn sound off*  Return A = ASCII value (FF for button)*  Clear hibit if it's a key we've handled**-------------------------------MUSICKEYS lda $c000 sta keypress bpl :nokey sta $c010
     cmp #ESC bne :cont:froze lda $c000 sta keypress bpl :froze sta $c010 cmp #ESC bne :cont and #$7f rts
    :cont cmp #ksound bne :3 lda soundon eor #1 sta soundon:21 beq :2 jsr gtone:2 lda #0 rts
    :3 cmp #kmusic bne :1 lda musicon eor #1 sta musicon jmp :21
    :nobtn lda keypress rts:1:nokey lda $c061 ora $c062 bpl :nobtn lda #$ff]rts rts
    *===============================vblflag ds 1*-------------------------------** Wait for vertical blank (IIe/IIGS)**-------------------------------VBLANK:loop1 lda $c019 bpl :loop1:loop lda $c019 bmi :loop ;wait for beginning of VBL interval]rts rts
    *-------------------------------** Wait for vertical blank (IIc)**-------------------------------VBLANKIIc cli ;enable interrupts
    :loop1 bit vblflag bpl :loop1 ;wait for vblflag = 1 lsr vblflag ;...& set vblflag = 0
    :loop2 bit vblflag bpl :loop2 lsr vblflag
     sei rts
    * Interrupt jumps to ($FFFE) which points back to VBLI
    VBLI bit $c019 sta $c079 ;enable IOU access sta $c05b ;enable VBL int sta $c078 ;disable IOU access sec ror vblflag ;set hibit:notvbl rti
    *-------------------------------** Initialize VBLANK vector with correct routine* depending on whether or not machine is IIc**-------------------------------InitVBLANK lda $FBC0 bne ]rts ;not a IIc--use VBLANK
     sta RAMWRTaux
     lda #VBLANKIIc sta VBLvect+1 lda #>VBLANKIIc sta VBLvect+2
     sei ;disable interrupts sta $c079 ;enable IOU access sta $c05b ;enable VBL int sta $c078 ;disable IOU access
    ]rts rts
    *-------------------------------**  Is this a IIGS?**  Out: IIGS (0 = no, 1 = yes)*       If yes, set control panel to default settings*       Exit w/RAM bank 2 switched in**  Also initializes VBLANK routine**-------------------------------CHECKIIGS do EditorDisk else
     bit USEROM bit USEROM
     lda $FBB3 cmp #6 bne * ;II/II+/III--we shouldn't even be here sec jsr $FE1F bcs :notGS
     lda #1 bne :set
    :notGS lda #0:set sta IIGS
     jsr InitVBLANK
     bit RWBANK2 bit RWBANK2]rts rts
    *-------------------------------**  Temporarily set fast speed (IIGS)**------------------------------- xcFASTSPEED lda IIGS beq ]rts
     lda #$80 tsb $C036 ;fast speed]rts rts
    *-------------------------------** Restore speed to normal (& bg & border to black)**-------------------------------NORMSPEED lda IIGS beq ]rts
     xc lda $c034 and #$f0 sta $c034 ;black border
     lda #$f0 sta $c022 ;black bg, white text
     lda #$80 trb $c036 ;normal speed xc off
     rts
    *-------------------------------**  Read control panel parameter (IIGS)**  In: Y = location*  Out: A = current setting**------------------------------- xc xcgetparam lda IIGS beq ]rts
     clc xce rep $30 pha phy ldx #$0C03 hex 22,00,00,E1 ;jsl E10000 pla sec xce tay rts
    *-------------------------------** Set control panel parameter (IIGS only)** In: A = desired value, Y = location**-------------------------------setparam clc xce rep $30 and #$ff pha phy ldx #$B03 hex 22,00,00,E1 ;jsl E10000 sec xce rts
     xc off
    *------------------------------- lsteof ds 1 usr $a9,4,$0000,*-org lst off

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