Home » Archimedes archive » Archimedes World » AW-1996-12.adf » !AcornAns_AcornAns » December/!Balls/Balls

December/!Balls/Balls

This website contains an archive of files for the Acorn Electron, BBC Micro, Acorn Archimedes, Commodore 16 and Commodore 64 computers, which Dominic Ford has rescued from his private collection of floppy disks and cassettes.

Some of these files were originally commercial releases in the 1980s and 1990s, but they are now widely available online. I assume that copyright over them is no longer being asserted. If you own the copyright and would like files to be removed, please contact me.

Tape/disk: Home » Archimedes archive » Archimedes World » AW-1996-12.adf » !AcornAns_AcornAns
Filename: December/!Balls/Balls
Read OK:
File size: 5DA5 bytes
Load address: 0000
Exec address: 0000
File contents
   10REM >Balls
   20REM
   30:
   40REM NB program will produce a beep if animation speed falls
   50REM below the target fps rate.
   60targetfps% = 50
   70IF 100MODtargetfps%<>0 ERROR 1, "Require targetfps divides into 100"
   80:
   90SYS &20280, 0, -1 TO ;flags%
  100IF flags% AND 1 THEN arm3%=FALSE ELSE arm3%=TRUE
  110:
  120ON ERROR SYS 6,112,1:SYS 6,113,1:PRINT REPORT$;" at line ";ERL:END
  130D% = RND(-TIME)
  140:
  150CLS
  160PRINT "                    B A L L S   D E M O"'
  170PRINT "� Program will beep if animation speed falls below the target of ";targetfps%;" fps."
  180PRINT "� Pressing any key during demo will add one more ball."
  190PRINT "� Press Escape to end program."'
  200INPUT "Please input Standard (0) or VGA (1) display";VGA%
  210IF VGA%<>1 VGA%=0
  220:
  230hpix%=288
  240vpix%=200
  250IF VGA% THEN
  260 mode%=99
  270 avpix%=400
  280 hadd%=hpix%*2
  290 lhadd%=6
  300 lhpix%=5
  310ELSE
  320 mode%=98
  330 avpix%=200
  340 hadd%=hpix%
  350 lhadd%=5
  360 lhpix%=5
  370ENDIF
  380:
  390DIM balldata% 864*3
  400SYS "OS_File", 255, "<Balls$Dir>.Resources.BallrData", balldata%, 0
  410SYS "OS_File", 255, "<Balls$Dir>.Resources.BallgData", balldata%+864, 0
  420SYS "OS_File", 255, "<Balls$Dir>.Resources.BallbData", balldata%+864*2, 0
  430DIM backdata% 57656
  440SYS "OS_File", 255, "<Balls$Dir>.Resources.BackSpr", backdata%, 0
  450DIM middata% 57656
  460SYS "OS_File", 255, "<Balls$Dir>.Resources.MidSpr", middata%, 0
  470:
  480DIM vblin% 8, vblout% 8
  490!vblin%=148:vblin%!4=-1
  500MODE mode%+128
  510SYS "OS_ReadVduVariables", vblin%, vblout%
  520scrst2%=!vblout%
  530MODE mode%
  540SYS "OS_ReadVduVariables", vblin%, vblout%
  550scrst1%=!vblout%
  560OFF
  570:
  580lnt%=2
  590nt%=1<<lnt% :  REM number of ball types (will only use 3 of the 4)
  600               REM colours red, green, blue
  610DIM m(nt%-1) : REM ball type masses
  620RESTORE+0
  630FOR i%=0 TO nt%-1
  640 READ m(i%)
  650NEXT
  660DATA 1, 1, 1, 1
  670e=0.99  : REM coefficient of restitution for collisions
  680        REM 0<=e<=1, 1=elastic, 0=inelastic
  690DIM ga% 4*nt%*nt%, gb% 4*nt%*nt%
  700FOR i%=0 TO nt%-1
  710 FOR j%=0 TO nt%-1
  720  ga%!(4*(nt%*i%+j%)) = 256*(m(i%)-e*m(j%))/(m(i%)+m(j%))
  730  gb%!(4*(nt%*i%+j%)) = 256*m(i%)*(e+1)/(m(i%)+m(j%))
  740 NEXT
  750NEXT
  760ballrad%=4.5*256
  770:
  780lbs%=5
  790bs%=1<<lbs%
  800maxn%=200
  810DIM b% maxn%*bs%
  820REM NB b% stores array (of size n%) of structure:
  830REM {x coord, y coord, x increment, y increment, sticking count, ball type, interball new coll flag, interball old coll flag}
  840:
  850PROCass
  860:
  870SYS 6,112,1:SYS 6,113,1
  880n%=1
  890!an%=n%
  900:
  910i%=RND(-3)
  920:
  930REM initialise ball locations & velocities
  940FOR i% = 0 TO n%*bs%-1 STEP bs%
  950  b%!(i%+0)  = 259*256
  960  b%!(i%+4)  = 174*256
  970  b%!(i%+8)  = RND(64)-32
  980  b%!(i%+12) = -4*256+RND(128)-64
  990  b%!(i%+16) = 0
 1000  b%!(i%+20) = RND(3)-1
 1010  b%!(i%+24) = 0
 1020  b%!(i%+28) = -1
 1030NEXT
 1040:
 1050CALL makeback%
 1060:
 1070REPEAT
 1080 CALL anim%
 1090 IF n%<maxn% THEN
 1100  i%=bs%*n%
 1110  b%!(i%+0)  = 259*256
 1120  b%!(i%+4)  = 174*256
 1130  b%!(i%+8)  = RND(64)-32
 1140  b%!(i%+12) = -4*256+RND(128)-64
 1150  b%!(i%+16) = 0
 1160  b%!(i%+20) = RND(3)-1
 1170  b%!(i%+24) = 0
 1180  b%!(i%+28) = -1
 1190  n%+=1
 1200  !an%=n%
 1210 ENDIF
 1220UNTIL FALSE
 1230:
 1240END
 1250:
 1260DEF PROCass
 1270DIM code% 10240, sqrt% 257*4, sincos% 256*8
 1280FOR i%=0 TO 256
 1290 sqrt%!(4*i%) = 0.5+SQR(256*i%)
 1300NEXT
 1310FOR i%=0 TO 255
 1320 sincos%!(8*i%  ) = 0.5+256*SIN(2*PI*i%/256)
 1330 sincos%!(8*i%+4) = 0.5+256*COS(2*PI*i%/256)
 1340NEXT
 1350scrst%=scrst1%
 1360FOR pass% = 0 TO 2 STEP 2
 1370 P%=code%
 1380 [OPT pass%
 1390 .aspframe%         EQUD 0
 1400 .ascrstsum%        EQUD scrst1%+scrst2%
 1410 .an%     EQUD 0
 1420 .ab%     EQUD b%
 1430 .atime%  EQUD 0              ;time storage for frame speed calc
 1440 .afc%    EQUD 0              ;frame counter
 1450 .ags%    EQUD ga%:EQUD gb%
 1460 .anim%
 1470 STMFD    13!, {14}
 1480 STR      13, aspframe%       ;store sp to free up r13
 1490 .nextframe%
 1500 :
 1510 SWI      "OS_ReadMonotonicTime"        ;track frame speed
 1520 STR      0, atime%
 1530 :
 1540 MOV      0, #19
 1550 SWI      "OS_Byte"                     ;wait for vsync
 1560 MOV      0, #113
 1570 LDR      1, abank%
 1580 RSB      3, 1, #3
 1590 STR      3, abank%
 1600 SWI      "OS_Byte"           ;swap displayed screen bank
 1610 LDR      0, ascrstsum%
 1620 LDR      1, ascrst%
 1630 SUB      1, 0, 1
 1640 STR      1, ascrst%          ;swap ptr to other bank
 1650 BL       copyback%           ;cls that bank to background
 1660 :
 1670 LDR      12, ab%
 1680 LDR      13, an%
 1690 .framemoveloop%              ;then move each ball
 1700 LDMIA    12, {0,1,2,3,4,5}   ; read x,y,xi,yi,sc,bt
 1710 BL       movencheck%
 1720 STMIA    12, {0,1,2,3,4,5}  ; restore x,y,xi,yi,sc,bt
 1730 ADD      12, 12, #bs%
 1740 SUBS     13, 13, #1
 1750 BNE      framemoveloop%      ;then do next ball
 1760 :
 1770 LDR      12, ab%             ;interball collision checks
 1780 LDR      14, an%
 1790 ADD      14, 12, 14, ASL #lbs%  ;end ball data ptr
 1800 ADD      12, 12, #bs%        ;start i loop with i=2
 1810 CMP      12, 14
 1820 BGE      ibcdone%            ;no checks if only 1 ball exists
 1830 .ibciloop%
 1840 LDR      13, ab%             ;start j loop with j=1
 1850 LDMIA    12, {0,1}           ;x,y of ball i
 1860 .ibcjloop%
 1870 LDMIA    13, {2,3}           ;x,y of ball j
 1880 SUBS     4, 2, 0             ;tx, assuming ball radii equal
 1890 MOVPL    6, 4
 1900 RSBMI    6, 4, #0
 1910 CMP      6, #ballrad%*2
 1920 BGT      ibcpairdone%
 1930 SUB      5, 3, 1             ;ty
 1940 MOVPL    6, 5
 1950 RSBMI    6, 5, #0
 1960 CMP      6, #ballrad%*2
 1970 BGT      ibcpairdone%
 1980 MUL      6, 4, 4             ;txs = tx*tx
 1990 MUL      7, 5, 5             ;tys = ty*ty
 2000 ADD      8, 6, 7             ;ds  = txs+tys
 2010 CMP      8, #ballrad%*2*ballrad%*2
 2020 BGT      ibcpairdone%        ;else got a collision
 2030 :
 2040 SUB      9, 14, #bs%         ;bodge - ignore coll if 'inprogress'
 2050 SUB      10, 9, 12
 2060 MOV      10, 10, LSR #lbs%
 2070 AND      10, 10, #31
 2080 SUB      11, 9, 13
 2090 MOV      11, 11, LSR #lbs%
 2100 AND      11, 11, #31
 2110 MOV      9, #1
 2120 MOV      10, 9, LSL 10
 2130 MOV      11, 9, LSL 11
 2140 LDR      9, [13, #28]
 2150 TST      9, 10
 2160 LDRNE    9, [12, #28]
 2170 TSTNE    9, 11
 2180 BEQ      ibcnewcoll%         ;a new collision between this pair?
 2190 LDR      9, [13, #24]        ;if not, mark coll as still in
 2200 ORR      9, 9, 10            ;progress and end processing of pair
 2210 STR      9, [13, #24]
 2220 LDR      9, [12, #24]
 2230 ORR      9, 9, 11
 2240 STR      9, [12, #24]
 2250 B        ibcpairdone%
 2260 .ibcregdump%       EQUD 0:EQUD 0:EQUD 0
 2270 .ibcnewcoll%                 ;have a new pair collision
 2280 ADR      9, ibcregdump%
 2290 STMIA    9, {4,5,6}
 2300 LDR      5, [13, #24]
 2310 LDR      4, [12, #24]
 2320 CMP      5, #0
 2330 ADD      9, 13, #8
 2340 LDMIA    9, {6, 9}           ;vxj, vyj
 2350 SUBEQ    2, 2, 6
 2360 SUBEQ    3, 3, 9
 2370 STMEQIA  13, {2,3}           ;move ball j back out of collision
 2380 CMP      4, #0
 2390 ADD      2, 12, #8
 2400 LDMIA    2, {2,3}            ;vxi, vyi
 2410 SUBEQ    0, 0, 2
 2420 SUBEQ    1, 1, 3
 2430 STMEQIA  12, {0,1}           ;move ball i back out of collision
 2440 ORR      5, 5, 10
 2450 ORR      4, 4, 11
 2460 STR      5, [13, #24]
 2470 STR      4, [12, #24]        ;mark balls as in a new coll
 2480 MOV      10, 9
 2490 MOV      9, 6                ;put vxj, vyj into 9,10
 2500 ADR      11, ibcregdump%
 2510 LDMIA    11, {4,5,6}
 2520 :
 2530 MULS     5, 4, 5             ;txy = tx*ty
 2540 MOVPL    4, 5
 2550 RSBMI    4, 5, #0            ;abs txy
 2560 FNdiv16(pass%, 4, 8, 11)     ;65536(abs txy)/ds
 2570 CMP      5, #0
 2580 MOVPL    5, 4
 2590 RSBMI    5, 4, #0            ;txy=65536txy/ds
 2600 FNdiv16(pass%, 6, 8, 4)      ;txs=65536txs/ds
 2610 FNdiv16(pass%, 7, 8, 4)      ;tys=65536tys/ds
 2620 SUB      8, 10, 3
 2630 MUL      4, 8, 5
 2640 MOV      4, 4, ASR #8        ;dy = (vyj-vyi)*txy
 2650 SUB      8, 9, 2
 2660 MUL      5, 8, 5
 2670 MOV      5, 5, ASR #8        ;dx = (vxj-vxi)*txy
 2680 LDR      8, [12, #20]        ;ball i type
 2690 LDR      11, [13, #20]       ;ball j type
 2700 ADD      0, 11, 8, ASL #lnt%
 2710 ADD      1, 8, 11, ASL #lnt%
 2720 ADR      8, ibcregs%
 2730 STMIA    8, {12,13,14}
 2740 FNadrl(pass%, 8, ags%)
 2750 LDMIA    8, {8,11}           ;ga%, gb%
 2760 LDR      12, [8, 0, LSL #2]  ;alpha i,j
 2770 LDR      13, [11, 1, LSL #2] ;beta j,i
 2780 LDR      8,  [8, 1, LSL #2]  ;alpha j,i
 2790 LDR      11, [11, 0, LSL #2] ;beta i,j
 2800 MUL      0, 12, 6
 2810 ADD      0, 7, 0, ASR #8
 2820 MUL      0, 2, 0
 2830 MUL      1, 9, 6
 2840 ADD      1, 4, 1, ASR #8
 2850 MLA      0, 1, 13, 0         ;wxi*65536
 2860 MUL      14, 12, 7
 2870 ADD      14, 6, 14, ASR #8
 2880 MUL      14, 3, 14
 2890 MUL      1, 10, 7
 2900 ADD      1, 5, 1, ASR #8
 2910 MLA      1, 13, 1, 14        ;wyi*65536
 2920 MUL      12, 8, 6
 2930 ADD      12, 7, 12, ASR #8
 2940 MUL      12, 9, 12
 2950 MUL      13, 2, 6
 2960 RSB      13, 4, 13, ASR #8
 2970 MLA      12, 13, 11, 12      ;wxj*65536
 2980 MUL      14, 8, 7
 2990 ADD      14, 6, 14, ASR #8
 3000 MUL      14, 10, 14
 3010 MUL      13, 3, 7
 3020 RSB      13, 5, 13, ASR #8
 3030 MLA      13, 11, 13, 14      ;wyj*65536
 3040 MOV      0, 0, ASR #16       ;wxi
 3050 MOV      1, 1, ASR #16       ;wyi
 3060 MOV      4, 12, ASR #16      ;wxj
 3070 MOV      5, 13, ASR #16      ;wyj
 3080 ADR      8, ibcregs%
 3090 LDMIA    8, {12,13,14}
 3100 ADD      8, 12, #8
 3110 STMIA    8, {0,1}
 3120 ADD      8, 13, #8
 3130 STMIA    8, {4,5}
 3140 LDMIA    12, {0,1}
 3150 .ibcpairdone%
 3160 ADD      13, 13, #bs%        ;j++
 3170 CMP      13, 12              ;repeat j loop iff j<i
 3180 BLT      ibcjloop%
 3190 ADD      12, 12, #bs%        ;i++
 3200 CMP      12, 14              ;repeat i loop iff i<=n
 3210 BLT      ibciloop%
 3220 .ibcdone%                    ;all ball pairs now checked
 3230 :
 3240 LDR      12, ab%
 3250 LDR      13, an%
 3260 ADD      12, 12, #12
 3270 MOV      6, #0
 3280 .miscloop%
 3290 LDMIA    12, {3-5,7}
 3300 CMP      7, #0               ; if ball no longer in coll mark it
 3310 ADDEQ    3, 3, #8            ; accelerate ball downwards
 3320 STMIA    12, {3-7}           ; restore, plus copy new coll to old
 3330 ADD      12, 12, #bs%        ; and set new coll to 0
 3340 SUBS     13, 13, #1
 3350 BNE      miscloop%
 3360 :
 3370 LDR      12, ab%
 3380 LDR      13, an%
 3390 .frameplotloop%              ;now plot each ball:
 3400 LDMIA    12, {0,1}           ; read x,y coords from data
 3410 LDR      2, [12, #20]
 3420 MOV      0, 0, ASR #8
 3430 MOV      1, 1, ASR #8
 3440 BL       plot%               ; plot ball at x,y
 3450 ADD      12, 12, #bs%
 3460 SUBS     13, 13, #1
 3470 BNE      frameplotloop%      ;then do next ball
 3480 LDR      11, afc%
 3490 ADD      11, 11, #1
 3500 STR      11, afc%            ;update frame count
 3510 :
 3520 ]
 3530 IF VGA% THEN
 3540 [OPT pass%
 3550 LDR      14, ascrst%         ;if in VGA mode, fill in the extra
 3560 ADD      13, 14, #hadd%-hpix%;blank lines by copying the line
 3570 MOV      12, #vpix%          ;above
 3580 .interlacel1%
 3590 LDMIA    14!, {0-11}
 3600 STMIA    13!, {0-11}
 3610 LDMIA    14!, {0-11}
 3620 STMIA    13!, {0-11}
 3630 LDMIA    14!, {0-11}
 3640 STMIA    13!, {0-11}
 3650 LDMIA    14!, {0-11}
 3660 STMIA    13!, {0-11}
 3670 LDMIA    14!, {0-11}
 3680 STMIA    13!, {0-11}
 3690 LDMIA    14!, {0-11}
 3700 STMIA    13!, {0-11}
 3710 ADD      13, 13, #hadd%-hpix%
 3720 ADD      14, 14, #hadd%-hpix%
 3730 SUBS     12, 12, #1
 3740 BNE      interlacel1%
 3750 ]
 3760 ENDIF
 3770 [OPT pass%
 3780 :
 3790 SWI      "OS_ReadMonotonicTime"        ;calculate frame speed
 3800 LDR      1, atime%
 3810 SUB      0, 0, 1
 3820 CMP      0, #100/targetfps%
 3830 SWIGT    256+7               ;beep if it falls below target fps
 3840 :
 3850 MOV      0, #129
 3860 MOV      1, #0
 3870 MOV      2, #0
 3880 SWI      "OS_Byte"
 3890 CMP      2, #&FF
 3900 BEQ      nextframe%          ;if no key pressed, do next frame
 3910 LDR      13, aspframe%       ;restore sp
 3920 LDMFD    13!, {PC}           ;return to BASIC
 3930 :
 3940 .ibcregs% EQUD 0:EQUD 0:EQUD 0
 3950 :
 3960 .makeback%
 3970 LDR      0, abackdata%
 3980 LDR      1, amiddata%
 3990 MOV      2, #vpix%*hpix%
 4000 MOV      4, #255
 4010 .makebackloop%
 4020 LDRB     3, [1]
 4030 CMP      3, #0
 4040 STRNEB   3, [0]
 4050 STRNEB   4, [1]
 4060 ADD      1, 1, #1
 4070 ADD      0, 0, #1
 4080 SUBS     2, 2, #1
 4090 BNE      makebackloop%
 4100 MOVS     PC, 14
 4110 :
 4120 .ascrst% EQUD scrst%
 4130 .adata%  EQUD balldata%
 4140 .abackdata%        EQUD backdata%+56
 4150 .amiddata%         EQUD middata%+56
 4160 .abank%  EQUD 1
 4170 .aplotregs%        EQUD 0:EQUD 0:EQUD 0
 4180 .plot%   ;plot our ball sprite at coords r0,r1
 4190          ;where 0,0 is top left & 287,199 is bottom right
 4200          ;NB sprite MUST lie entirely within screen
 4210 ADR      11, aplotregs%
 4220 STMIA    11, {12,13,14}
 4230 AND      4, 0, #3            ;calc which of 4 sprite alignments
 4240 ADD      3, 4, 4, ASL #1     ;we need via (xAND3)*12*2*9 + data%
 4250 ADD      3, 3, 3, ASL #3
 4260 BIC      0, 0, #3            ;round x down to mult of 3
 4270 ADD      1, 1, 1, ASL #3
 4280 LDR      4, ascrst%
 4290 ADD      4, 4, 1, ASL #lhadd%
 4300 ADD      0, 4, 0             ;calc (screen ptr + hadd%*y + x)
 4310 LDR      1, adata%
 4320 RSB      4, 2, 2, ASL #5
 4330 SUB      4, 4, 2, ASL #2
 4340 ADD      1, 1, 4, ASL #5
 4350 ADD      1, 1, 3, ASL #3     ;finally calc (xAND3)*12*2*9+data%
 4360 MOV      2, #3
 4370 ADD      3, 1, #12*9
 4380 .loop1%                      ;now plot sprite
 4390 FNplotfrag(pass%)            ;plot 1st row
 4400 ADD      0, 0, #hadd%-12     ;move screen ptr to start next row
 4410 FNplotfrag(pass%)
 4420 ADD      0, 0, #hadd%-12
 4430 FNplotfrag(pass%)            ;plot 3rd row
 4440 ADD      0, 0, #hadd%-12
 4450 SUBS     2, 2, #1
 4460 BNE      loop1%          ;repeat above 3 times to do all 9 rows
 4470 ADR      11, aplotregs%      ;plot completed - return to caller
 4480 LDMIA    11, {12,13,PC}      ;preserving r12 & r13.
 4490 :
 4500 .acollregs%    EQUD 0:EQUD 0:EQUD 0:EQUD 0
 4510                EQUD 0:EQUD 0:EQUD 0:EQUD 0:EQUD 0
 4520 .movencheck%     ;move then collision check our
 4530                  ;ball sprite at coords r0,r1
 4540                  ;where 0,0 is top left & 287,199 is bottom right
 4550                  ;NB sprite MUST lie entirely within screen
 4560 ADR      11, acollregs%
 4570 ADD      0, 0, 2
 4580 ADD      1, 1, 3
 4590 STMIA    11, {0-5,12,13,14}
 4600 MOV      0, 0, ASR #8
 4610 MOV      1, 1, ASR #8
 4620 AND      2, 0, #3            ;calc which of 4 sprite alignments
 4630 ADD      3, 2, 2, ASL #1     ;we need via (xAND3)*12*2*9 + data%
 4640 ADD      3, 3, 3, ASL #3
 4650 BIC      0, 0, #3            ;round x down to mult of 3
 4660 ADD      1, 1, 1, ASL #3
 4670 LDR      2, amiddata%
 4680 ADD      2, 2, 1, ASL #lhpix%
 4690 ADD      0, 2, 0             ;calc (back mask ptr + hpix%*y + x)
 4700 LDR      1, adata%
 4710 RSB      2, 5, 5, ASL #5
 4720 SUB      2, 2, 5, ASL #2
 4730 ADD      1, 1, 2, ASL #5     ;add in to data ptr 864*balltype
 4740 ADD      1, 1, 3, ASL #3     ;finally calc (xAND3)*12*2*9+data%
 4750 ADD      1, 1, #12*9
 4760 ADR      2, colladdrbuf%     ;store back and sprite data addrs
 4770 STMIA    2, {0,1}            ;corresponding to top left of ball
 4780 MOV      2, #3
 4790 .collloop1%                  ;now check sprite
 4800 FNcollfrag(pass%)            ;check 1st row (if coll B gotcoll%)
 4810 ADD      0, 0, #hpix%-12     ;move back ptr to start next row
 4820 FNcollfrag(pass%)
 4830 ADD      0, 0, #hpix%-12
 4840 FNcollfrag(pass%)            ;check 3rd row
 4850 ADD      0, 0, #hpix%-12
 4860 SUBS     2, 2, #1
 4870 BNE      collloop1%      ;repeat above 3 times to do all 9 rows
 4880 ADR      11, acollregs%
 4890 LDMIA    11, {0-5,12,13,14}
 4900 MOV      4, #0
 4910 MOV      PC, 14
 4920 .colladdrbuf%      EQUD 0:EQUD 0
 4930 .gotcoll%
 4940 ADR      11, acollregs%
 4950 LDMIA    11, {0-3}
 4960 SUB      0, 0, 2             ;reset position, moving it out of
 4970 SUB      1, 1, 3             ;collision
 4980 STMIA    11, {0,1}
 4990 MOV      6, #0               ;in my lin reg notes, n
 5000 MOV      7, #0                                   ; u
 5010 MOV      8, #0                                   ; v
 5020 MOV      9, #0                                   ; p
 5030 MOV      10, #0                                  ; q
 5040 ADR      2, colladdrbuf%
 5050 LDMIA    2, {0,1}            ;recall screen/data addrs for top
 5060 MOV      3, #0     ;row 0    ;left of sprite
 5070 .statloop1%
 5080 MOV      2, #0     ;col 0
 5090 .statloop2%
 5100 LDR      4, [0], #4          ;rescan each pixel in collision area
 5110 LDR      5, [1], #4          ;and for each collided pixel add its
 5120 AND      4, 4, 5             ;coords (relative to topleft sprite)
 5130 FNstatfrag(pass%, 255)       ;onto the regression statistics
 5140 ADD      2, 2, #1
 5150 FNstatfrag(pass%, 255<<8)
 5160 ADD      2, 2, #1
 5170 FNstatfrag(pass%, 255<<16)
 5180 ADD      2, 2, #1
 5190 FNstatfrag(pass%, 255<<24)
 5200 ADD      2, 2, #1
 5210 CMP      2, #12
 5220 BLT      statloop2%
 5230 ADD      0, 0, #hpix%-12
 5240 ADD      3, 3, #1
 5250 CMP      3, #9
 5260 BLT      statloop1%          ;when done, n, u & v computed
 5270 MUL      9, 6, 9
 5280 ADD      5, 7, 8
 5290 SUB      14, 7, 8
 5300 MLA      9, 5, 14, 9         ;p computed
 5310 MUL      10, 6, 10
 5320 MUL      14, 7, 8
 5330 SUB      10, 10, 14
 5340 ADD      10, 10, 10          ;q computed
 5350 MOVS     6, 9
 5360 RSBMI    6, 6, #0            ;ap = abs p
 5370 MOVS     7, 10
 5380 RSBMI    7, 7, #0            ;aq = abs q
 5390 CMP      6, 7
 5400 MOV      8, 6
 5410 MOVLT    8, 7                ; m = max {ap,aq}
 5420 CMP      8, #0               ;if have degenerate collision
 5430 BEQ      patch1%             ;(eg with single pixel), can't calc
 5440 .statloop3%                  ;a linear regression, so go patch1%
 5450 CMP      8, #1<<12           ;which simply reverses velocities!
 5460 MOVGE    8, 8, ASR #1
 5470 MOVGE    6, 6, ASR #1        ;proportionately reduce ap and aq in
 5480 MOVGE    7, 7, ASR #1        ;magnitude, until in necessary range
 5490 BGE      statloop3%
 5500 MUL      11, 6, 6            ;ap^2 in low range
 5510 MUL      12, 7, 7            ;aq^2 in low range
 5520 ADD      13, 11, 12          ;divisor ap^2+aq^2
 5530 MOV      0, 11, ASL #8
 5540 FNdiv(pass%, 0, 13, 11, 1)   ;t  in r11 = 256ap^2/(ap^2+aq^2)
 5550 MOV      0, 12, ASL #8
 5560 FNdiv(pass%, 0, 13, 12, 1)   ;tb in r12 = 256aq^2/(ap^2+aq^2)
 5570 LDR      13, asqrt%
 5580 LDR      7, [13, 11, LSL #2] ;square root t
 5590 LDR      8, [13, 12, LSL #2] ;and tb, via look-up-table
 5600 CMP      9, #0
 5610 RSBLT    7, 7, #0            ;final t  in r7
 5620 CMP      10, #0
 5630 RSBPL    8, 8, #0            ;final tb in r8
 5640 ADR      11, acollregs%
 5650 LDMIA    11, {0-5,12,13,14}
 5660 MUL      11, 7, 2            ;now modify velocity by
 5670 MLA      11, 8, 3, 11        ;reflecting it in the
 5680 RSB      11, 11, #0          ;line generated by the linear
 5690 MUL      6, 7, 3             ;regression calculation
 5700 MUL      9, 8, 2             ;(which we use to approximate the
 5710 SUB      6, 6, 9             ; tangent at the collision surface)
 5720 RSB      11, 11, 11, ASL #8
 5730 RSB      6, 6, 6, ASL #8     ;& then attenuate by factor 255/256
 5740 MOV      2, 11, ASR #16      ;(simulate energy loss on coll)
 5750 MOV      3, 6, ASR #16
 5760 ADD      4, 4, #1            ;track how many consecutive frames
 5770 :                            ;this ball has been stuck in a
 5780 CMP      4,#2                ;collision and if 2 or more, try to
 5790 BLT      movencheck%         ;escape it via a bodge:
 5800 .bodge1%                     ;bodge begin ...
 5810 ADR      7, seed%
 5820 LDMIA    7, {6, 11}
 5830 MOVS     11, 11, LSR #1      ;generate random 32-bit number
 5840 MOVS     8, 6, RRX
 5850 ADC      11, 11, 11
 5860 EOR      8, 8, 6, LSL #12
 5870 EOR      6, 8, 8, LSR #20
 5880 STMIA    7, {6, 11}
 5890 LDR      7, asincos%         ;when balls get stuck
 5900 AND      6, 6, #255          ;due to conflict between correct
 5910 ADD      7, 7, 6, ASL #3     ;reflection & small velocity or
 5920 LDMIA    7, {6, 11}          ;jagged overlap problems ...
 5930 MUL      7, 2, 6
 5940 MLA      7, 3, 11, 7         ;try a 'fix' - rotate velocity by
 5950 MUL      8, 2, 11            ;a random angle, so eventually
 5960 MUL      9, 3, 6             ;should pick some velocity that
 5970 SUB      8, 8, 9             ;extricates ball from stuck position
 5980 MOV      2, 7, ASR #8
 5990 MOV      3, 8, ASR #8        ;... bodge end
 6000 CMP      4, #16
 6010 BLT      movencheck%
 6020 MOV      PC, 14
 6030 :
 6040 .asincos%          EQUD sincos%
 6050 .seed%   EQUD -1:EQUD -1
 6060 .patch1%                     ;a patch to deal with collision case
 6070 ADR      11, acollregs%      ;where no linear regression exists
 6080 LDMIA    11, {0-5,12,13,14}  ;(eg where collision involves only
 6090 SUB      2, 2, 2, ASL #8     ; one pixel)
 6100 SUB      3, 3, 3, ASL #8     ;- simply reverse velocity!
 6110 MOV      2, 2, ASR #8
 6120 MOV      3, 3, ASR #8        ;nb also attenuate by factor 255/256
 6130 ADD      4, 4, #1            ;(simulate energy loss on coll)
 6140 CMP      4,#2
 6150 BLT      movencheck%
 6160 B        bodge1%             ;if been stuck in collision for >= 2
 6170 :                            ;frames go and apply bodged 'escape'
 6180 .asqrt%  EQUD sqrt%
 6190 .alrcls% EQUD 0
 6200 .aspcls% EQUD 0
 6210 .copyback%                   ;simple routine to clear screen to
 6220 STR      14, alrcls%         ;background as rapidly as possible -
 6230 STR      13, aspcls%         ;note the heavy use of LDM/STM.
 6240 LDR      0, ascrst%
 6250 LDR      1, abackdata%
 6260 MOV      2, #200
 6270 .clsloop%
 6280 LDMIA    1!, {3-14}
 6290 STMIA    0!, {3-14}
 6300 LDMIA    1!, {3-14}
 6310 STMIA    0!, {3-14}
 6320 LDMIA    1!, {3-14}
 6330 STMIA    0!, {3-14}
 6340 LDMIA    1!, {3-14}
 6350 STMIA    0!, {3-14}
 6360 LDMIA    1!, {3-14}
 6370 STMIA    0!, {3-14}
 6380 LDMIA    1!, {3-14}
 6390 STMIA    0!, {3-14}
 6400 ]
 6410 IF VGA% THEN
 6420 [OPT pass%
 6430 ADD      0, 0, #hadd%-hpix%
 6440 ]
 6450 ENDIF
 6460 [OPT pass%
 6470 SUBS     2, 2, #1
 6480 BNE      clsloop%
 6490 LDR      13, aspcls%
 6500 LDR      PC, alrcls%
 6510 ]
 6520NEXT
 6530ENDPROC
 6540:
 6550DEF FNplotfrag(pass%)    :REM macro to plot a row (12 pixels)
 6560[OPT pass%               :REM of our sprite
 6570LDMIA    0, {4-6}             ;read 3 words of screen (12 pixels)
 6580LDMIA    1!, {7-9}            ;read 12 sprite pixels
 6590LDMIA    3!, {10-12}          ;& 12 masks
 6600BIC      4, 4, 10             ;apply mask to screen, zeroing
 6610BIC      5, 5, 11             ; those bits where will write
 6620BIC      6, 6, 12             ; sprite image in a moment
 6630ORR      4, 4, 7              ;write in the sprite image
 6640ORR      5, 5, 8
 6650ORR      6, 6, 9
 6660STMIA    0!, {4-6}            ;restore the data back to screen
 6670]
 6680=pass%
 6690:
 6700DEF FNcollfrag(pass%)    :REM macro to coll check a row
 6710[OPT pass%               :REM (12 pixels) of our sprite
 6720LDMIA    0!, {3-5}            ;read 3 words of screen (12 pixels)
 6730LDMIA    1!, {8-10}           ;read 12 sprite pixel masks
 6740TST      3, 8
 6750TSTEQ    4, 9
 6760TSTEQ    5, 10
 6770BNE      gotcoll%             ;branch to gotcoll% if any overlap
 6780]                        :REM  else continue with code after macro
 6790=pass%
 6800:
 6810DEF FNstatfrag(pass%, m%):REM macro to add in regression stats
 6820[OPT pass%               :REM for one pixel (coords u(i),v(i))
 6830TST       4, #m%
 6840BEQ       P%+8*4
 6850ADDNE     6, 6, #1            ; n = n + 1
 6860ADDNE     7, 7, 2             ; u = u + u(i)
 6870ADDNE     8, 8, 3             ; v = v + v(i)
 6880ADDNE     5, 2, 3
 6890SUBNE     14, 3, 2
 6900MLANE     9, 5, 14, 9         ; p = p + v(i)^2-u(i)^2
 6910MLANE     10, 2, 3, 10        ; q = q + u(i)*v(i)
 6920]
 6930=pass%
 6940:
 6950DEF FNdiv(pass%, ra, rb, rc, rd)
 6960REM macro to set rc=raDIVrb, ra>=0, rb>=0
 6970[OPT pass%
 6980MOV       rd, rb
 6990CMP       rd, ra, LSR #1
 7000MOVLS     rd, rd, LSL #1
 7010CMP       rd, ra, LSR #1
 7020BLS       P%-2*4
 7030MOV       rc, #0
 7040CMP       ra, rd
 7050SUBCS     ra, ra, rd
 7060ADC       rc, rc, rc
 7070MOV       rd, rd, LSR #1
 7080CMP       rd, rb
 7090BHS       P%-5*4
 7100]
 7110=pass%
 7120:
 7130DEF FNdiv16(pass%, ra, rb, rq)
 7140REM macro to set ra=65536raDIVrb, where 0<=ra<=rb
 7150LOCAL i%
 7160[OPT pass%
 7170CMP       ra, rb
 7180MOVEQ     ra, #1<<16
 7190BEQ       P%+(3*16+3)*4
 7200MOV       rq, #0
 7210]
 7220FOR i%=1 TO 16
 7230[OPT pass%
 7240RSBS      ra, rb, ra, LSL #1
 7250ADDLO     ra, ra, rb
 7260ADC       rq, rq, rq
 7270]
 7280NEXT
 7290[OPT pass%
 7300MOV       ra, rq
 7310]
 7320=pass%
 7330:
 7340DEF FNadrl(pass%, r%, l%)
 7350LOCAL o%
 7360o%=l%-P%-8
 7370IF o%>=0 THEN
 7380[OPT pass%
 7390ADD r%, PC, #o%AND&ff
 7400ADD r%, r%, #o%AND&ffffff00
 7410]
 7420ELSE
 7430[OPT pass%
 7440SUB r%, PC, #(-o%)AND&ff
 7450SUB r%, r%, #(-o%)AND&ffffff00
 7460]
 7470ENDIF
 7480=pass%

� >Balls
�
:
(=� NB program will produce a beep if animation speed falls
2 � below the target fps rate.
<targetfps% = 50
FA� 100�targetfps%<>0 � 1, "Require targetfps divides into 100"
P:
Zș &20280, 0, -1 � ;flags%
d$� flags% � 1 � arm3%=� � arm3%=�
n:
x2� � ș 6,112,1:ș 6,113,1:� �$;" at line ";�:�
�D% = �(-�)
�:
��
�0� "                    B A L L S   D E M O"'
�\� "� Program will beep if animation speed falls below the target of ";targetfps%;" fps."
�>� "� Pressing any key during demo will add one more ball."
�'� "� Press Escape to end program."'
�9� "Please input Standard (0) or VGA (1) display";VGA%
�� VGA%<>1 VGA%=0
�:
�
hpix%=288
�
vpix%=200
�� VGA% �

 mode%=99
 avpix%=400
 hadd%=hpix%*2
"
 lhadd%=6
,
 lhpix%=5
6�
@
 mode%=98
J avpix%=200
T hadd%=hpix%
^
 lhadd%=5
h
 lhpix%=5
r�
|:
�� balldata% 864*3
�Fș "OS_File", 255, "<Balls$Dir>.Resources.BallrData", balldata%, 0
�Jș "OS_File", 255, "<Balls$Dir>.Resources.BallgData", balldata%+864, 0
�Lș "OS_File", 255, "<Balls$Dir>.Resources.BallbData", balldata%+864*2, 0
�� backdata% 57656
�Dș "OS_File", 255, "<Balls$Dir>.Resources.BackSpr", backdata%, 0
�� middata% 57656
�Bș "OS_File", 255, "<Balls$Dir>.Resources.MidSpr", middata%, 0
�:
�� vblin% 8, vblout% 8
�!vblin%=148:vblin%!4=-1
�� mode%+128
�-ș "OS_ReadVduVariables", vblin%, vblout%
scrst2%=!vblout%
� mode%
-ș "OS_ReadVduVariables", vblin%, vblout%
&scrst1%=!vblout%
0�
::
D
lnt%=2
NDnt%=1<<lnt% :  � number of ball types (will only use 3 of the 4)
X-               � colours red, green, blue
b#� m(nt%-1) : � ball type masses
l�+0
v� i%=0 � nt%-1
� � m(i%)
��
�� 1, 1, 1, 1
�9e=0.99  : � coefficient of restitution for collisions
�-        � 0<=e<=1, 1=elastic, 0=inelastic
�"� ga% 4*nt%*nt%, gb% 4*nt%*nt%
�� i%=0 � nt%-1
� � j%=0 � nt%-1
�=  ga%!(4*(nt%*i%+j%)) = 256*(m(i%)-e*m(j%))/(m(i%)+m(j%))
�9  gb%!(4*(nt%*i%+j%)) = 256*m(i%)*(e+1)/(m(i%)+m(j%))
� �
��
�ballrad%=4.5*256
:

lbs%=5
bs%=1<<lbs%
 
maxn%=200
*� b% maxn%*bs%
43� NB b% stores array (of size n%) of structure:
>� {x coord, y coord, x increment, y increment, sticking count, ball type, interball new coll flag, interball old coll flag}
H:
R�ass
\:
fș 6,112,1:ș 6,113,1
pn%=1
z!an%=n%
�:
�i%=�(-3)
�:
�,� initialise ball locations & velocities
�� i% = 0 � n%*bs%-1 � bs%
�  b%!(i%+0)  = 259*256
�  b%!(i%+4)  = 174*256
�  b%!(i%+8)  = �(64)-32
�#  b%!(i%+12) = -4*256+�(128)-64
�  b%!(i%+16) = 0
�  b%!(i%+20) = �(3)-1
�  b%!(i%+24) = 0
�  b%!(i%+28) = -1
�
:
� makeback%
$:
.�
8 � anim%
B � n%<maxn% �
L  i%=bs%*n%
V  b%!(i%+0)  = 259*256
`  b%!(i%+4)  = 174*256
j  b%!(i%+8)  = �(64)-32
t#  b%!(i%+12) = -4*256+�(128)-64
~  b%!(i%+16) = 0
�  b%!(i%+20) = �(3)-1
�  b%!(i%+24) = 0
�  b%!(i%+28) = -1
�  n%+=1
�
  !an%=n%
� �
�� �
�:
��
�:
�
� �ass
�-� code% 10240, sqrt% 257*4, sincos% 256*8
� i%=0 � 256

! sqrt%!(4*i%) = 0.5+�(256*i%)
�
� i%=0 � 255
(- sincos%!(8*i%  ) = 0.5+256*�(2*�*i%/256)
2- sincos%!(8*i%+4) = 0.5+256*�(2*�*i%/256)
<�
Fscrst%=scrst1%
P� pass% = 0 � 2 � 2
Z
 P%=code%
d [OPT pass%
n .aspframe%         EQUD 0
x, .ascrstsum%        EQUD scrst1%+scrst2%
� .an%     EQUD 0
� .ab%     EQUD b%
�D .atime%  EQUD 0              ;time storage for frame speed calc
�0 .afc%    EQUD 0              ;frame counter
� .ags%    EQUD ga%:EQUD gb%
� .anim%
� STMFD    13!, {14}
�: STR      13, aspframe%       ;store sp to free up r13
� .nextframe%
� :
�> SWI      "OS_ReadMonotonicTime"        ;track frame speed
� STR      0, atime%
� :
 MOV      0, #19
; SWI      "OS_Byte"                     ;wait for vsync
 MOV      0, #113
" LDR      1, abank%
, RSB      3, 1, #3
6 STR      3, abank%
@= SWI      "OS_Byte"           ;swap displayed screen bank
J LDR      0, ascrstsum%
T LDR      1, ascrst%
^ SUB      1, 0, 1
h9 STR      1, ascrst%          ;swap ptr to other bank
r> BL       copyback%           ;cls that bank to background
| :
� LDR      12, ab%
� LDR      13, an%
�6 .framemoveloop%              ;then move each ball
�8 LDMIA    12, {0,1,2,3,4,5}   ; read x,y,xi,yi,sc,bt
� BL       movencheck%
�: STMIA    12, {0,1,2,3,4,5}  ; restore x,y,xi,yi,sc,bt
� ADD      12, 12, #bs%
� SUBS     13, 13, #1
�4 BNE      framemoveloop%      ;then do next ball
� :
�= LDR      12, ab%             ;interball collision checks
� LDR      14, an%
�7 ADD      14, 12, 14, ASL #lbs%  ;end ball data ptr
8 ADD      12, 12, #bs%        ;start i loop with i=2
 CMP      12, 14
B BGE      ibcdone%            ;no checks if only 1 ball exists
& .ibciloop%
08 LDR      13, ab%             ;start j loop with j=1
:0 LDMIA    12, {0,1}           ;x,y of ball i
D .ibcjloop%
N0 LDMIA    13, {2,3}           ;x,y of ball j
X@ SUBS     4, 2, 0             ;tx, assuming ball radii equal
b MOVPL    6, 4
l RSBMI    6, 4, #0
v CMP      6, #ballrad%*2
� BGT      ibcpairdone%
�% SUB      5, 3, 1             ;ty
� MOVPL    6, 5
� RSBMI    6, 5, #0
� CMP      6, #ballrad%*2
� BGT      ibcpairdone%
�. MUL      6, 4, 4             ;txs = tx*tx
�. MUL      7, 5, 5             ;tys = ty*ty
�0 ADD      8, 6, 7             ;ds  = txs+tys
�' CMP      8, #ballrad%*2*ballrad%*2
�7 BGT      ibcpairdone%        ;else got a collision
� :
�F SUB      9, 14, #bs%         ;bodge - ignore coll if 'inprogress'
 SUB      10, 9, 12
 MOV      10, 10, LSR #lbs%
 �      10, 10, #31
  SUB      11, 9, 13
* MOV      11, 11, LSR #lbs%
4 �      11, 11, #31
> MOV      9, #1
H MOV      10, 9, LSL 10
R MOV      11, 9, LSL 11
\ LDR      9, [13, #28]
f TST      9, 10
p LDRNE    9, [12, #28]
z TSTNE    9, 11
�E BEQ      ibcnewcoll%         ;a new collision between this pair?
�@ LDR      9, [13, #24]        ;if not, mark coll as still in
�E �R      9, 9, 10            ;progress and end processing of pair
� STR      9, [13, #24]
� LDR      9, [12, #24]
� �R      9, 9, 11
� STR      9, [12, #24]
� B        ibcpairdone%
�, .ibcregdump%       EQUD 0:EQUD 0:EQUD 0
�< .ibcnewcoll%                 ;have a new pair collision
� ADR      9, ibcregdump%
� STMIA    9, {4,5,6}
� LDR      5, [13, #24]
	 LDR      4, [12, #24]
	 CMP      5, #0
	 ADD      9, 13, #8
	$+ LDMIA    9, {6, 9}           ;vxj, vyj
	. SUBEQ    2, 2, 6
	8 SUBEQ    3, 3, 9
	BD STMEQIA  13, {2,3}           ;move ball j back out of collision
	L CMP      4, #0
	V ADD      2, 12, #8
	`+ LDMIA    2, {2,3}            ;vxi, vyi
	j SUBEQ    0, 0, 2
	t SUBEQ    1, 1, 3
	~D STMEQIA  12, {0,1}           ;move ball i back out of collision
	� �R      5, 5, 10
	� �R      4, 4, 11
	� STR      5, [13, #24]
	�> STR      4, [12, #24]        ;mark balls as in a new coll
	� MOV      10, 9
	�9 MOV      9, 6                ;put vxj, vyj into 9,10
	� ADR      11, ibcregdump%
	� LDMIA    11, {4,5,6}
	� :
	�. MULS     5, 4, 5             ;txy = tx*ty
	� MOVPL    4, 5
	�* RSBMI    4, 5, #0            ;abs txy
3 �div16(pass%, 4, 8, 11)     ;65536(abs txy)/ds

 CMP      5, #0
 MOVPL    5, 4
2 RSBMI    5, 4, #0            ;txy=65536txy/ds
(1 �div16(pass%, 6, 8, 4)      ;txs=65536txs/ds
21 �div16(pass%, 7, 8, 4)      ;tys=65536tys/ds
< SUB      8, 10, 3
F MUL      4, 8, 5
P5 MOV      4, 4, ASR #8        ;dy = (vyj-vyi)*txy
Z SUB      8, 9, 2
d MUL      5, 8, 5
n5 MOV      5, 5, ASR #8        ;dx = (vxj-vxi)*txy
x. LDR      8, [12, #20]        ;ball i type
�. LDR      11, [13, #20]       ;ball j type
�! ADD      0, 11, 8, ASL #lnt%
�! ADD      1, 8, 11, ASL #lnt%
� ADR      8, ibcregs%
� STMIA    8, {12,13,14}
� �adrl(pass%, 8, ags%)
�+ LDMIA    8, {8,11}           ;ga%, gb%
�, LDR      12, [8, 0, LSL #2]  ;alpha i,j
�+ LDR      13, [11, 1, LSL #2] ;beta j,i
�, LDR      8,  [8, 1, LSL #2]  ;alpha j,i
�+ LDR      11, [11, 0, LSL #2] ;beta i,j
� MUL      0, 12, 6
� ADD      0, 7, 0, ASR #8
 MUL      0, 2, 0
 MUL      1, 9, 6
 ADD      1, 4, 1, ASR #8
", MLA      0, 1, 13, 0         ;wxi*65536
, MUL      14, 12, 7
6 ADD      14, 6, 14, ASR #8
@ MUL      14, 3, 14
J MUL      1, 10, 7
T ADD      1, 5, 1, ASR #8
^, MLA      1, 13, 1, 14        ;wyi*65536
h MUL      12, 8, 6
r ADD      12, 7, 12, ASR #8
| MUL      12, 9, 12
� MUL      13, 2, 6
� RSB      13, 4, 13, ASR #8
�, MLA      12, 13, 11, 12      ;wxj*65536
� MUL      14, 8, 7
� ADD      14, 6, 14, ASR #8
� MUL      14, 10, 14
� MUL      13, 3, 7
� RSB      13, 5, 13, ASR #8
�, MLA      13, 11, 13, 14      ;wyj*65536
�& MOV      0, 0, ASR #16       ;wxi
�& MOV      1, 1, ASR #16       ;wyi
�& MOV      4, 12, ASR #16      ;wxj
�& MOV      5, 13, ASR #16      ;wyj
 ADR      8, ibcregs%
 LDMIA    8, {12,13,14}
 ADD      8, 12, #8
& STMIA    8, {0,1}
0 ADD      8, 13, #8
: STMIA    8, {4,5}
D LDMIA    12, {0,1}
N .ibcpairdone%
X& ADD      13, 13, #bs%        ;j++
b8 CMP      13, 12              ;repeat j loop iff j<i
l BLT      ibcjloop%
v& ADD      12, 12, #bs%        ;i++
�9 CMP      12, 14              ;repeat i loop iff i<=n
� BLT      ibciloop%
�= .ibcdone%                    ;all ball pairs now checked
� :
� LDR      12, ab%
� LDR      13, an%
� ADD      12, 12, #12
� MOV      6, #0
� .miscloop%
� LDMIA    12, {3-5,7}
�E CMP      7, #0               ; if ball no longer in coll mark it
�= ADDEQ    3, 3, #8            ; accelerate ball downwards
�F STMIA    12, {3-7}           ; restore, plus copy new coll to old

9 ADD      12, 12, #bs%        ; and set new coll to 0

 SUBS     13, 13, #1

 BNE      miscloop%

  :

* LDR      12, ab%

4 LDR      13, an%

>6 .frameplotloop%              ;now plot each ball:

H= LDMIA    12, {0,1}           ; read x,y coords from data

R LDR      2, [12, #20]

\ MOV      0, 0, ASR #8

f MOV      1, 1, ASR #8

p4 BL       plot%               ; plot ball at x,y

z ADD      12, 12, #bs%

� SUBS     13, 13, #1

�4 BNE      frameplotloop%      ;then do next ball

� LDR      11, afc%

� ADD      11, 11, #1

�5 STR      11, afc%            ;update frame count

� :

� ]

�
 � VGA% �

� [OPT pass%

�D LDR      14, ascrst%         ;if in VGA mode, fill in the extra

�B ADD      13, 14, #hadd%-hpix%;blank lines by copying the line

�( MOV      12, #vpix%          ;above

� .interlacel1%
 LDMIA    14!, {0-11}
 STMIA    13!, {0-11}
 LDMIA    14!, {0-11}
$ STMIA    13!, {0-11}
. LDMIA    14!, {0-11}
8 STMIA    13!, {0-11}
B LDMIA    14!, {0-11}
L STMIA    13!, {0-11}
V LDMIA    14!, {0-11}
` STMIA    13!, {0-11}
j LDMIA    14!, {0-11}
t STMIA    13!, {0-11}
~" ADD      13, 13, #hadd%-hpix%
�" ADD      14, 14, #hadd%-hpix%
� SUBS     12, 12, #1
� BNE      interlacel1%
� ]
� �
� [OPT pass%
� :
�B SWI      "OS_ReadMonotonicTime"        ;calculate frame speed
� LDR      1, atime%
� SUB      0, 0, 1
�  CMP      0, #100/targetfps%
�D SWIGT    256+7               ;beep if it falls below target fps
 :

 MOV      0, #129
 MOV      1, #0
 MOV      2, #0
( SWI      "OS_Byte"
2 CMP      2, #&FF
<C BEQ      nextframe%          ;if no key pressed, do next frame
F- LDR      13, aspframe%       ;restore sp
P2 LDMFD    13!, {PC}           ;return to BASIC
Z :
d# .ibcregs% EQUD 0:EQUD 0:EQUD 0
n :
x .makeback%
� LDR      0, abackdata%
� LDR      1, amiddata%
� MOV      2, #vpix%*hpix%
� MOV      4, #255
� .makebackloop%
� LDRB     3, [1]
� CMP      3, #0
� STRNEB   3, [0]
� STRNEB   4, [1]
� ADD      1, 1, #1
� ADD      0, 0, #1
� SUBS     2, 2, #1
� BNE      makebackloop%
 MOVS     PC, 14
 :
 .ascrst% EQUD scrst%
" .adata%  EQUD balldata%
,) .abackdata%        EQUD backdata%+56
6( .amiddata%         EQUD middata%+56
@ .abank%  EQUD 1
J, .aplotregs%        EQUD 0:EQUD 0:EQUD 0
T3 .plot%   ;plot our ball sprite at coords r0,r1
^>          ;where 0,0 is top left & 287,199 is bottom right
h8          ;NB sprite MUST lie entirely within screen
r ADR      11, aplotregs%
| STMIA    11, {12,13,14}
�B �      4, 0, #3            ;calc which of 4 sprite alignments
�E ADD      3, 4, 4, ASL #1     ;we need via (xAND3)*12*2*9 + data%
� ADD      3, 3, 3, ASL #3
�< BIC      0, 0, #3            ;round x down to mult of 3
� ADD      1, 1, 1, ASL #3
� LDR      4, ascrst%
�" ADD      4, 4, 1, ASL #lhadd%
�B ADD      0, 4, 0             ;calc (screen ptr + hadd%*y + x)
� LDR      1, adata%
� RSB      4, 2, 2, ASL #5
� SUB      4, 4, 2, ASL #2
� ADD      1, 1, 4, ASL #5
�D ADD      1, 1, 3, ASL #3     ;finally calc (xAND3)*12*2*9+data%
 MOV      2, #3
 ADD      3, 1, #12*9
2 .loop1%                      ;now plot sprite
&. �plotfrag(pass%)            ;plot 1st row
0D ADD      0, 0, #hadd%-12     ;move screen ptr to start next row
: �plotfrag(pass%)
D ADD      0, 0, #hadd%-12
N. �plotfrag(pass%)            ;plot 3rd row
X ADD      0, 0, #hadd%-12
b SUBS     2, 2, #1
lD BNE      loop1%          ;repeat above 3 times to do all 9 rows
vD ADR      11, aplotregs%      ;plot completed - return to caller
�8 LDMIA    11, {12,13,PC}      ;preserving r12 & r13.
� :
�/ .acollregs%    EQUD 0:EQUD 0:EQUD 0:EQUD 0
�6                EQUD 0:EQUD 0:EQUD 0:EQUD 0:EQUD 0
�4 .movencheck%     ;move then collision check our
�2                  ;ball sprite at coords r0,r1
�F                  ;where 0,0 is top left & 287,199 is bottom right
�@                  ;NB sprite MUST lie entirely within screen
� ADR      11, acollregs%
� ADD      0, 0, 2
� ADD      1, 1, 3
�  STMIA    11, {0-5,12,13,14}
� MOV      0, 0, ASR #8
 MOV      1, 1, ASR #8
B �      2, 0, #3            ;calc which of 4 sprite alignments
E ADD      3, 2, 2, ASL #1     ;we need via (xAND3)*12*2*9 + data%
  ADD      3, 3, 3, ASL #3
*< BIC      0, 0, #3            ;round x down to mult of 3
4 ADD      1, 1, 1, ASL #3
> LDR      2, amiddata%
H" ADD      2, 2, 1, ASL #lhpix%
RE ADD      0, 2, 0             ;calc (back mask ptr + hpix%*y + x)
\ LDR      1, adata%
f RSB      2, 5, 5, ASL #5
p SUB      2, 2, 5, ASL #2
zB ADD      1, 1, 2, ASL #5     ;add in to data ptr 864*balltype
�D ADD      1, 1, 3, ASL #3     ;finally calc (xAND3)*12*2*9+data%
� ADD      1, 1, #12*9
�C ADR      2, colladdrbuf%     ;store back and sprite data addrs
�D STMIA    2, {0,1}            ;corresponding to top left of ball
� MOV      2, #3
�3 .collloop1%                  ;now check sprite
�D �collfrag(pass%)            ;check 1st row (if coll B gotcoll%)
�B ADD      0, 0, #hpix%-12     ;move back ptr to start next row
� �collfrag(pass%)
� ADD      0, 0, #hpix%-12
�/ �collfrag(pass%)            ;check 3rd row
� ADD      0, 0, #hpix%-12
� SUBS     2, 2, #1
D BNE      collloop1%      ;repeat above 3 times to do all 9 rows
 ADR      11, acollregs%
  LDMIA    11, {0-5,12,13,14}
$ MOV      4, #0
. MOV      PC, 14
8% .colladdrbuf%      EQUD 0:EQUD 0
B .gotcoll%
L ADR      11, acollregs%
V LDMIA    11, {0-3}
`C SUB      0, 0, 2             ;reset position, moving it out of
j, SUB      1, 1, 3             ;collision
t STMIA    11, {0,1}
~9 MOV      6, #0               ;in my lin reg notes, n
�9 MOV      7, #0                                   ; u
�9 MOV      8, #0                                   ; v
�9 MOV      9, #0                                   ; p
�9 MOV      10, #0                                  ; q
� ADR      2, colladdrbuf%
�C LDMIA    2, {0,1}            ;recall screen/data addrs for top
�1 MOV      3, #0     ;row 0    ;left of sprite
� .statloop1%
� MOV      2, #0     ;col 0
� .statloop2%
�F LDR      4, [0], #4          ;rescan each pixel in collision area
�F LDR      5, [1], #4          ;and for each collided pixel add its
D �      4, 4, 5             ;coords (relative to topleft sprite)

@ �statfrag(pass%, 255)       ;onto the regression statistics
 ADD      2, 2, #1
 �statfrag(pass%, 255<<8)
( ADD      2, 2, #1
2 �statfrag(pass%, 255<<16)
< ADD      2, 2, #1
F �statfrag(pass%, 255<<24)
P ADD      2, 2, #1
Z CMP      2, #12
d BLT      statloop2%
n ADD      0, 0, #hpix%-12
x ADD      3, 3, #1
� CMP      3, #9
�? BLT      statloop1%          ;when done, n, u & v computed
� MUL      9, 6, 9
� ADD      5, 7, 8
� SUB      14, 7, 8
�- MLA      9, 5, 14, 9         ;p computed
� MUL      10, 6, 10
� MUL      14, 7, 8
� SUB      10, 10, 14
�- ADD      10, 10, 10          ;q computed
� MOVS     6, 9
�- RSBMI    6, 6, #0            ;ap = abs p
� MOVS     7, 10
- RSBMI    7, 7, #0            ;aq = abs q
 CMP      6, 7
 MOV      8, 6
"3 MOVLT    8, 7                ; m = max {ap,aq}
,? CMP      8, #0               ;if have degenerate collision
6E BEQ      patch1%             ;(eg with single pixel), can't calc
@E .statloop3%                  ;a linear regression, so go patch1%
JD CMP      8, #1<<12           ;which simply reverses velocities!
T MOVGE    8, 8, ASR #1
^F MOVGE    6, 6, ASR #1        ;proportionately reduce ap and aq in
hF MOVGE    7, 7, ASR #1        ;magnitude, until in necessary range
r BGE      statloop3%
|4 MUL      11, 6, 6            ;ap^2 in low range
�4 MUL      12, 7, 7            ;aq^2 in low range
�4 ADD      13, 11, 12          ;divisor ap^2+aq^2
� MOV      0, 11, ASL #8
�A �div(pass%, 0, 13, 11, 1)   ;t  in r11 = 256ap^2/(ap^2+aq^2)
� MOV      0, 12, ASL #8
�A �div(pass%, 0, 13, 12, 1)   ;tb in r12 = 256aq^2/(ap^2+aq^2)
� LDR      13, asqrt%
�0 LDR      7, [13, 11, LSL #2] ;square root t
�< LDR      8, [13, 12, LSL #2] ;and tb, via look-up-table
� CMP      9, #0
�1 RSBLT    7, 7, #0            ;final t  in r7
� CMP      10, #0
�1 RSBPL    8, 8, #0            ;final tb in r8
 ADR      11, acollregs%
  LDMIA    11, {0-5,12,13,14}
9 MUL      11, 7, 2            ;now modify velocity by
&7 MLA      11, 8, 3, 11        ;reflecting it in the
0? RSB      11, 11, #0          ;line generated by the linear
:9 MUL      6, 7, 3             ;regression calculation
DC MUL      9, 8, 2             ;(which we use to approximate the
NE SUB      6, 6, 9             ; tangent at the collision surface)
X  RSB      11, 11, 11, ASL #8
bE RSB      6, 6, 6, ASL #8     ;& then attenuate by factor 255/256
lA MOV      2, 11, ASR #16      ;(simulate energy loss on coll)
v MOV      3, 6, ASR #16
�D ADD      4, 4, #1            ;track how many consecutive frames
�@ :                            ;this ball has been stuck in a
�E CMP      4,#2                ;collision and if 2 or more, try to
�9 BLT      movencheck%         ;escape it via a bodge:
�2 .bodge1%                     ;bodge begin ...
� ADR      7, seed%
� LDMIA    7, {6, 11}
�@ MOVS     11, 11, LSR #1      ;generate random 32-bit number
� MOVS     8, 6, RRX
� ADC      11, 11, 11
� �      8, 8, 6, LSL #12
� �      6, 8, 8, LSR #20
� STMIA    7, {6, 11}
7 LDR      7, asincos%         ;when balls get stuck
@ �      6, 6, #255          ;due to conflict between correct
A ADD      7, 7, 6, ASL #3     ;reflection & small velocity or
 > LDMIA    7, {6, 11}          ;jagged overlap problems ...
* MUL      7, 2, 6
4C MLA      7, 3, 11, 7         ;try a 'fix' - rotate velocity by
>@ MUL      8, 2, 11            ;a random angle, so eventually
HA MUL      9, 3, 6             ;should pick some velocity that
RF SUB      8, 8, 9             ;extricates ball from stuck position
\ MOV      2, 7, ASR #8
f0 MOV      3, 8, ASR #8        ;... bodge end
p CMP      4, #16
z BLT      movencheck%
� MOV      PC, 14
� :
�$ .asincos%          EQUD sincos%
� .seed%   EQUD -1:EQUD -1
�F .patch1%                     ;a patch to deal with collision case
�D ADR      11, acollregs%      ;where no linear regression exists
�D LDMIA    11, {0-5,12,13,14}  ;(eg where collision involves only
�. SUB      2, 2, 2, ASL #8     ; one pixel)
�= SUB      3, 3, 3, ASL #8     ;- simply reverse velocity!
� MOV      2, 2, ASR #8
�F MOV      3, 3, ASR #8        ;nb also attenuate by factor 255/256
�A ADD      4, 4, #1            ;(simulate energy loss on coll)
� CMP      4,#2
 BLT      movencheck%
F B        bodge1%             ;if been stuck in collision for >= 2
F :                            ;frames go and apply bodged 'escape'
$ .asqrt%  EQUD sqrt%
. .alrcls% EQUD 0
8 .aspcls% EQUD 0
BD .copyback%                   ;simple routine to clear screen to
LF STR      14, alrcls%         ;background as rapidly as possible -
VA STR      13, aspcls%         ;note the heavy use of LDM/STM.
` LDR      0, ascrst%
j LDR      1, abackdata%
t MOV      2, #200
~ .clsloop%
� LDMIA    1!, {3-14}
� STMIA    0!, {3-14}
� LDMIA    1!, {3-14}
� STMIA    0!, {3-14}
� LDMIA    1!, {3-14}
� STMIA    0!, {3-14}
� LDMIA    1!, {3-14}
� STMIA    0!, {3-14}
� LDMIA    1!, {3-14}
� STMIA    0!, {3-14}
� LDMIA    1!, {3-14}
� STMIA    0!, {3-14}
 ]


 � VGA% �
 [OPT pass%
  ADD      0, 0, #hadd%-hpix%
( ]
2 �
< [OPT pass%
F SUBS     2, 2, #1
P BNE      clsloop%
Z LDR      13, aspcls%
d LDR      PC, alrcls%
n ]
x�
��
�:
�<� �plotfrag(pass%)    :� macro to plot a row (12 pixels)
�-[OPT pass%               :� of our sprite
�ELDMIA    0, {4-6}             ;read 3 words of screen (12 pixels)
�8LDMIA    1!, {7-9}            ;read 12 sprite pixels
�-LDMIA    3!, {10-12}          ;& 12 masks
�@BIC      4, 4, 10             ;apply mask to screen, zeroing
�?BIC      5, 5, 11             ; those bits where will write
�<BIC      6, 6, 12             ; sprite image in a moment
�;�R      4, 4, 7              ;write in the sprite image
��R      5, 5, 8
��R      6, 6, 9
BSTMIA    0!, {4-6}            ;restore the data back to screen
]

=pass%
":
,6� �collfrag(pass%)    :� macro to coll check a row
69[OPT pass%               :� (12 pixels) of our sprite
@ELDMIA    0!, {3-5}            ;read 3 words of screen (12 pixels)
J=LDMIA    1!, {8-10}           ;read 12 sprite pixel masks
TTST      3, 8
^TSTEQ    4, 9
hTSTEQ    5, 10
rDBNE      gotcoll%             ;branch to gotcoll% if any overlap
|D]                        :�  else continue with code after macro
�
=pass%
�:
�=� �statfrag(pass%, m%):� macro to add in regression stats
�@[OPT pass%               :� for one pixel (coords u(i),v(i))
�TST       4, #m%
�BEQ       P%+8*4
�-ADDNE     6, 6, #1            ; n = n + 1
�0ADDNE     7, 7, 2             ; u = u + u(i)
�0ADDNE     8, 8, 3             ; v = v + v(i)
�ADDNE     5, 2, 3
�SUBNE     14, 3, 2
�9MLANE     9, 5, 14, 9         ; p = p + v(i)^2-u(i)^2
�5MLANE     10, 2, 3, 10        ; q = q + u(i)*v(i)
]

=pass%
:
&!� �div(pass%, ra, rb, rc, rd)
0+� macro to set rc=raDIVrb, ra>=0, rb>=0
:[OPT pass%
DMOV       rd, rb
NCMP       rd, ra, LSR #1
XMOVLS     rd, rd, LSL #1
bCMP       rd, ra, LSR #1
lBLS       P%-2*4
vMOV       rc, #0
�CMP       ra, rd
�SUBCS     ra, ra, rd
�ADC       rc, rc, rc
�MOV       rd, rd, LSR #1
�CMP       rd, rb
�BHS       P%-5*4
�]
�
=pass%
�:
�� �div16(pass%, ra, rb, rq)
�3� macro to set ra=65536raDIVrb, where 0<=ra<=rb
�� i%
�[OPT pass%
CMP       ra, rb
�Q     ra, #1<<16
BEQ       P%+(3*16+3)*4
 MOV       rq, #0
*]
4� i%=1 � 16
>[OPT pass%
H RSBS      ra, rb, ra, LSL #1
RADDLO     ra, ra, rb
\ADC       rq, rq, rq
f]
p�
z[OPT pass%
�MOV       ra, rq
�]
�
=pass%
�:
�� �adrl(pass%, r%, l%)
�� o%
�o%=l%-P%-8
�
� o%>=0 �
�[OPT pass%
�ADD r%, PC, #o%�&ff
�ADD r%, r%, #o%�&ffffff00
�]
��
[OPT pass%
SUB r%, PC, #(-o%)�&ff
 SUB r%, r%, #(-o%)�&ffffff00
$]
.�
8
=pass%
�
00000000  0d 00 0a 0c f4 20 3e 42  61 6c 6c 73 0d 00 14 05  |..... >Balls....|
00000010  f4 0d 00 1e 05 3a 0d 00  28 3d f4 20 4e 42 20 70  |.....:..(=. NB p|
00000020  72 6f 67 72 61 6d 20 77  69 6c 6c 20 70 72 6f 64  |rogram will prod|
00000030  75 63 65 20 61 20 62 65  65 70 20 69 66 20 61 6e  |uce a beep if an|
00000040  69 6d 61 74 69 6f 6e 20  73 70 65 65 64 20 66 61  |imation speed fa|
00000050  6c 6c 73 0d 00 32 20 f4  20 62 65 6c 6f 77 20 74  |lls..2 . below t|
00000060  68 65 20 74 61 72 67 65  74 20 66 70 73 20 72 61  |he target fps ra|
00000070  74 65 2e 0d 00 3c 13 74  61 72 67 65 74 66 70 73  |te...<.targetfps|
00000080  25 20 3d 20 35 30 0d 00  46 41 e7 20 31 30 30 83  |% = 50..FA. 100.|
00000090  74 61 72 67 65 74 66 70  73 25 3c 3e 30 20 85 20  |targetfps%<>0 . |
000000a0  31 2c 20 22 52 65 71 75  69 72 65 20 74 61 72 67  |1, "Require targ|
000000b0  65 74 66 70 73 20 64 69  76 69 64 65 73 20 69 6e  |etfps divides in|
000000c0  74 6f 20 31 30 30 22 0d  00 50 05 3a 0d 00 5a 1e  |to 100"..P.:..Z.|
000000d0  c8 99 20 26 32 30 32 38  30 2c 20 30 2c 20 2d 31  |.. &20280, 0, -1|
000000e0  20 b8 20 3b 66 6c 61 67  73 25 0d 00 64 24 e7 20  | . ;flags%..d$. |
000000f0  66 6c 61 67 73 25 20 80  20 31 20 8c 20 61 72 6d  |flags% . 1 . arm|
00000100  33 25 3d a3 20 8b 20 61  72 6d 33 25 3d b9 0d 00  |3%=. . arm3%=...|
00000110  6e 05 3a 0d 00 78 32 ee  20 85 20 c8 99 20 36 2c  |n.:..x2. . .. 6,|
00000120  31 31 32 2c 31 3a c8 99  20 36 2c 31 31 33 2c 31  |112,1:.. 6,113,1|
00000130  3a f1 20 f6 24 3b 22 20  61 74 20 6c 69 6e 65 20  |:. .$;" at line |
00000140  22 3b 9e 3a e0 0d 00 82  0e 44 25 20 3d 20 b3 28  |";.:.....D% = .(|
00000150  2d 91 29 0d 00 8c 05 3a  0d 00 96 05 db 0d 00 a0  |-.)....:........|
00000160  30 f1 20 22 20 20 20 20  20 20 20 20 20 20 20 20  |0. "            |
00000170  20 20 20 20 20 20 20 20  42 20 41 20 4c 20 4c 20  |        B A L L |
00000180  53 20 20 20 44 20 45 20  4d 20 4f 22 27 0d 00 aa  |S   D E M O"'...|
00000190  5c f1 20 22 8f 20 50 72  6f 67 72 61 6d 20 77 69  |\. ". Program wi|
000001a0  6c 6c 20 62 65 65 70 20  69 66 20 61 6e 69 6d 61  |ll beep if anima|
000001b0  74 69 6f 6e 20 73 70 65  65 64 20 66 61 6c 6c 73  |tion speed falls|
000001c0  20 62 65 6c 6f 77 20 74  68 65 20 74 61 72 67 65  | below the targe|
000001d0  74 20 6f 66 20 22 3b 74  61 72 67 65 74 66 70 73  |t of ";targetfps|
000001e0  25 3b 22 20 66 70 73 2e  22 0d 00 b4 3e f1 20 22  |%;" fps."...>. "|
000001f0  8f 20 50 72 65 73 73 69  6e 67 20 61 6e 79 20 6b  |. Pressing any k|
00000200  65 79 20 64 75 72 69 6e  67 20 64 65 6d 6f 20 77  |ey during demo w|
00000210  69 6c 6c 20 61 64 64 20  6f 6e 65 20 6d 6f 72 65  |ill add one more|
00000220  20 62 61 6c 6c 2e 22 0d  00 be 27 f1 20 22 8f 20  | ball."...'. ". |
00000230  50 72 65 73 73 20 45 73  63 61 70 65 20 74 6f 20  |Press Escape to |
00000240  65 6e 64 20 70 72 6f 67  72 61 6d 2e 22 27 0d 00  |end program."'..|
00000250  c8 39 e8 20 22 50 6c 65  61 73 65 20 69 6e 70 75  |.9. "Please inpu|
00000260  74 20 53 74 61 6e 64 61  72 64 20 28 30 29 20 6f  |t Standard (0) o|
00000270  72 20 56 47 41 20 28 31  29 20 64 69 73 70 6c 61  |r VGA (1) displa|
00000280  79 22 3b 56 47 41 25 0d  00 d2 14 e7 20 56 47 41  |y";VGA%..... VGA|
00000290  25 3c 3e 31 20 56 47 41  25 3d 30 0d 00 dc 05 3a  |%<>1 VGA%=0....:|
000002a0  0d 00 e6 0d 68 70 69 78  25 3d 32 38 38 0d 00 f0  |....hpix%=288...|
000002b0  0d 76 70 69 78 25 3d 32  30 30 0d 00 fa 0c e7 20  |.vpix%=200..... |
000002c0  56 47 41 25 20 8c 0d 01  04 0d 20 6d 6f 64 65 25  |VGA% ..... mode%|
000002d0  3d 39 39 0d 01 0e 0f 20  61 76 70 69 78 25 3d 34  |=99.... avpix%=4|
000002e0  30 30 0d 01 18 12 20 68  61 64 64 25 3d 68 70 69  |00.... hadd%=hpi|
000002f0  78 25 2a 32 0d 01 22 0d  20 6c 68 61 64 64 25 3d  |x%*2..". lhadd%=|
00000300  36 0d 01 2c 0d 20 6c 68  70 69 78 25 3d 35 0d 01  |6..,. lhpix%=5..|
00000310  36 05 cc 0d 01 40 0d 20  6d 6f 64 65 25 3d 39 38  |6....@. mode%=98|
00000320  0d 01 4a 0f 20 61 76 70  69 78 25 3d 32 30 30 0d  |..J. avpix%=200.|
00000330  01 54 10 20 68 61 64 64  25 3d 68 70 69 78 25 0d  |.T. hadd%=hpix%.|
00000340  01 5e 0d 20 6c 68 61 64  64 25 3d 35 0d 01 68 0d  |.^. lhadd%=5..h.|
00000350  20 6c 68 70 69 78 25 3d  35 0d 01 72 05 cd 0d 01  | lhpix%=5..r....|
00000360  7c 05 3a 0d 01 86 15 de  20 62 61 6c 6c 64 61 74  ||.:..... balldat|
00000370  61 25 20 38 36 34 2a 33  0d 01 90 46 c8 99 20 22  |a% 864*3...F.. "|
00000380  4f 53 5f 46 69 6c 65 22  2c 20 32 35 35 2c 20 22  |OS_File", 255, "|
00000390  3c 42 61 6c 6c 73 24 44  69 72 3e 2e 52 65 73 6f  |<Balls$Dir>.Reso|
000003a0  75 72 63 65 73 2e 42 61  6c 6c 72 44 61 74 61 22  |urces.BallrData"|
000003b0  2c 20 62 61 6c 6c 64 61  74 61 25 2c 20 30 0d 01  |, balldata%, 0..|
000003c0  9a 4a c8 99 20 22 4f 53  5f 46 69 6c 65 22 2c 20  |.J.. "OS_File", |
000003d0  32 35 35 2c 20 22 3c 42  61 6c 6c 73 24 44 69 72  |255, "<Balls$Dir|
000003e0  3e 2e 52 65 73 6f 75 72  63 65 73 2e 42 61 6c 6c  |>.Resources.Ball|
000003f0  67 44 61 74 61 22 2c 20  62 61 6c 6c 64 61 74 61  |gData", balldata|
00000400  25 2b 38 36 34 2c 20 30  0d 01 a4 4c c8 99 20 22  |%+864, 0...L.. "|
00000410  4f 53 5f 46 69 6c 65 22  2c 20 32 35 35 2c 20 22  |OS_File", 255, "|
00000420  3c 42 61 6c 6c 73 24 44  69 72 3e 2e 52 65 73 6f  |<Balls$Dir>.Reso|
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00001070  76 65 6c 6f 6f 70 25 20  20 20 20 20 20 20 20 20  |veloop%         |
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00001120  63 2c 62 74 0d 06 c2 1a  20 41 44 44 20 20 20 20  |c,bt.... ADD    |
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000011a0  2c 20 61 62 25 20 20 20  20 20 20 20 20 20 20 20  |, ab%           |
000011b0  20 20 3b 69 6e 74 65 72  62 61 6c 6c 20 63 6f 6c  |  ;interball col|
000011c0  6c 69 73 69 6f 6e 20 63  68 65 63 6b 73 0d 06 f4  |lision checks...|
000011d0  15 20 4c 44 52 20 20 20  20 20 20 31 34 2c 20 61  |. LDR      14, a|
000011e0  6e 25 0d 06 fe 37 20 41  44 44 20 20 20 20 20 20  |n%...7 ADD      |
000011f0  31 34 2c 20 31 32 2c 20  31 34 2c 20 41 53 4c 20  |14, 12, 14, ASL |
00001200  23 6c 62 73 25 20 20 3b  65 6e 64 20 62 61 6c 6c  |#lbs%  ;end ball|
00001210  20 64 61 74 61 20 70 74  72 0d 07 08 38 20 41 44  | data ptr...8 AD|
00001220  44 20 20 20 20 20 20 31  32 2c 20 31 32 2c 20 23  |D      12, 12, #|
00001230  62 73 25 20 20 20 20 20  20 20 20 3b 73 74 61 72  |bs%        ;star|
00001240  74 20 69 20 6c 6f 6f 70  20 77 69 74 68 20 69 3d  |t i loop with i=|
00001250  32 0d 07 12 14 20 43 4d  50 20 20 20 20 20 20 31  |2.... CMP      1|
00001260  32 2c 20 31 34 0d 07 1c  42 20 42 47 45 20 20 20  |2, 14...B BGE   |
00001270  20 20 20 69 62 63 64 6f  6e 65 25 20 20 20 20 20  |   ibcdone%     |
00001280  20 20 20 20 20 20 20 3b  6e 6f 20 63 68 65 63 6b  |       ;no check|
00001290  73 20 69 66 20 6f 6e 6c  79 20 31 20 62 61 6c 6c  |s if only 1 ball|
000012a0  20 65 78 69 73 74 73 0d  07 26 0f 20 2e 69 62 63  | exists..&. .ibc|
000012b0  69 6c 6f 6f 70 25 0d 07  30 38 20 4c 44 52 20 20  |iloop%..08 LDR  |
000012c0  20 20 20 20 31 33 2c 20  61 62 25 20 20 20 20 20  |    13, ab%     |
000012d0  20 20 20 20 20 20 20 20  3b 73 74 61 72 74 20 6a  |        ;start j|
000012e0  20 6c 6f 6f 70 20 77 69  74 68 20 6a 3d 31 0d 07  | loop with j=1..|
000012f0  3a 30 20 4c 44 4d 49 41  20 20 20 20 31 32 2c 20  |:0 LDMIA    12, |
00001300  7b 30 2c 31 7d 20 20 20  20 20 20 20 20 20 20 20  |{0,1}           |
00001310  3b 78 2c 79 20 6f 66 20  62 61 6c 6c 20 69 0d 07  |;x,y of ball i..|
00001320  44 0f 20 2e 69 62 63 6a  6c 6f 6f 70 25 0d 07 4e  |D. .ibcjloop%..N|
00001330  30 20 4c 44 4d 49 41 20  20 20 20 31 33 2c 20 7b  |0 LDMIA    13, {|
00001340  32 2c 33 7d 20 20 20 20  20 20 20 20 20 20 20 3b  |2,3}           ;|
00001350  78 2c 79 20 6f 66 20 62  61 6c 6c 20 6a 0d 07 58  |x,y of ball j..X|
00001360  40 20 53 55 42 53 20 20  20 20 20 34 2c 20 32 2c  |@ SUBS     4, 2,|
00001370  20 30 20 20 20 20 20 20  20 20 20 20 20 20 20 3b  | 0             ;|
00001380  74 78 2c 20 61 73 73 75  6d 69 6e 67 20 62 61 6c  |tx, assuming bal|
00001390  6c 20 72 61 64 69 69 20  65 71 75 61 6c 0d 07 62  |l radii equal..b|
000013a0  12 20 4d 4f 56 50 4c 20  20 20 20 36 2c 20 34 0d  |. MOVPL    6, 4.|
000013b0  07 6c 16 20 52 53 42 4d  49 20 20 20 20 36 2c 20  |.l. RSBMI    6, |
000013c0  34 2c 20 23 30 0d 07 76  1c 20 43 4d 50 20 20 20  |4, #0..v. CMP   |
000013d0  20 20 20 36 2c 20 23 62  61 6c 6c 72 61 64 25 2a  |   6, #ballrad%*|
000013e0  32 0d 07 80 1a 20 42 47  54 20 20 20 20 20 20 69  |2.... BGT      i|
000013f0  62 63 70 61 69 72 64 6f  6e 65 25 0d 07 8a 25 20  |bcpairdone%...% |
00001400  53 55 42 20 20 20 20 20  20 35 2c 20 33 2c 20 31  |SUB      5, 3, 1|
00001410  20 20 20 20 20 20 20 20  20 20 20 20 20 3b 74 79  |             ;ty|
00001420  0d 07 94 12 20 4d 4f 56  50 4c 20 20 20 20 36 2c  |.... MOVPL    6,|
00001430  20 35 0d 07 9e 16 20 52  53 42 4d 49 20 20 20 20  | 5.... RSBMI    |
00001440  36 2c 20 35 2c 20 23 30  0d 07 a8 1c 20 43 4d 50  |6, 5, #0.... CMP|
00001450  20 20 20 20 20 20 36 2c  20 23 62 61 6c 6c 72 61  |      6, #ballra|
00001460  64 25 2a 32 0d 07 b2 1a  20 42 47 54 20 20 20 20  |d%*2.... BGT    |
00001470  20 20 69 62 63 70 61 69  72 64 6f 6e 65 25 0d 07  |  ibcpairdone%..|
00001480  bc 2e 20 4d 55 4c 20 20  20 20 20 20 36 2c 20 34  |.. MUL      6, 4|
00001490  2c 20 34 20 20 20 20 20  20 20 20 20 20 20 20 20  |, 4             |
000014a0  3b 74 78 73 20 3d 20 74  78 2a 74 78 0d 07 c6 2e  |;txs = tx*tx....|
000014b0  20 4d 55 4c 20 20 20 20  20 20 37 2c 20 35 2c 20  | MUL      7, 5, |
000014c0  35 20 20 20 20 20 20 20  20 20 20 20 20 20 3b 74  |5             ;t|
000014d0  79 73 20 3d 20 74 79 2a  74 79 0d 07 d0 30 20 41  |ys = ty*ty...0 A|
000014e0  44 44 20 20 20 20 20 20  38 2c 20 36 2c 20 37 20  |DD      8, 6, 7 |
000014f0  20 20 20 20 20 20 20 20  20 20 20 20 3b 64 73 20  |            ;ds |
00001500  20 3d 20 74 78 73 2b 74  79 73 0d 07 da 27 20 43  | = txs+tys...' C|
00001510  4d 50 20 20 20 20 20 20  38 2c 20 23 62 61 6c 6c  |MP      8, #ball|
00001520  72 61 64 25 2a 32 2a 62  61 6c 6c 72 61 64 25 2a  |rad%*2*ballrad%*|
00001530  32 0d 07 e4 37 20 42 47  54 20 20 20 20 20 20 69  |2...7 BGT      i|
00001540  62 63 70 61 69 72 64 6f  6e 65 25 20 20 20 20 20  |bcpairdone%     |
00001550  20 20 20 3b 65 6c 73 65  20 67 6f 74 20 61 20 63  |   ;else got a c|
00001560  6f 6c 6c 69 73 69 6f 6e  0d 07 ee 06 20 3a 0d 07  |ollision.... :..|
00001570  f8 46 20 53 55 42 20 20  20 20 20 20 39 2c 20 31  |.F SUB      9, 1|
00001580  34 2c 20 23 62 73 25 20  20 20 20 20 20 20 20 20  |4, #bs%         |
00001590  3b 62 6f 64 67 65 20 2d  20 69 67 6e 6f 72 65 20  |;bodge - ignore |
000015a0  63 6f 6c 6c 20 69 66 20  27 69 6e 70 72 6f 67 72  |coll if 'inprogr|
000015b0  65 73 73 27 0d 08 02 17  20 53 55 42 20 20 20 20  |ess'.... SUB    |
000015c0  20 20 31 30 2c 20 39 2c  20 31 32 0d 08 0c 1f 20  |  10, 9, 12.... |
000015d0  4d 4f 56 20 20 20 20 20  20 31 30 2c 20 31 30 2c  |MOV      10, 10,|
000015e0  20 4c 53 52 20 23 6c 62  73 25 0d 08 16 17 20 80  | LSR #lbs%.... .|
000015f0  20 20 20 20 20 20 31 30  2c 20 31 30 2c 20 23 33  |      10, 10, #3|
00001600  31 0d 08 20 17 20 53 55  42 20 20 20 20 20 20 31  |1.. . SUB      1|
00001610  31 2c 20 39 2c 20 31 33  0d 08 2a 1f 20 4d 4f 56  |1, 9, 13..*. MOV|
00001620  20 20 20 20 20 20 31 31  2c 20 31 31 2c 20 4c 53  |      11, 11, LS|
00001630  52 20 23 6c 62 73 25 0d  08 34 17 20 80 20 20 20  |R #lbs%..4. .   |
00001640  20 20 20 31 31 2c 20 31  31 2c 20 23 33 31 0d 08  |   11, 11, #31..|
00001650  3e 13 20 4d 4f 56 20 20  20 20 20 20 39 2c 20 23  |>. MOV      9, #|
00001660  31 0d 08 48 1b 20 4d 4f  56 20 20 20 20 20 20 31  |1..H. MOV      1|
00001670  30 2c 20 39 2c 20 4c 53  4c 20 31 30 0d 08 52 1b  |0, 9, LSL 10..R.|
00001680  20 4d 4f 56 20 20 20 20  20 20 31 31 2c 20 39 2c  | MOV      11, 9,|
00001690  20 4c 53 4c 20 31 31 0d  08 5c 1a 20 4c 44 52 20  | LSL 11..\. LDR |
000016a0  20 20 20 20 20 39 2c 20  5b 31 33 2c 20 23 32 38  |     9, [13, #28|
000016b0  5d 0d 08 66 13 20 54 53  54 20 20 20 20 20 20 39  |]..f. TST      9|
000016c0  2c 20 31 30 0d 08 70 1a  20 4c 44 52 4e 45 20 20  |, 10..p. LDRNE  |
000016d0  20 20 39 2c 20 5b 31 32  2c 20 23 32 38 5d 0d 08  |  9, [12, #28]..|
000016e0  7a 13 20 54 53 54 4e 45  20 20 20 20 39 2c 20 31  |z. TSTNE    9, 1|
000016f0  31 0d 08 84 45 20 42 45  51 20 20 20 20 20 20 69  |1...E BEQ      i|
00001700  62 63 6e 65 77 63 6f 6c  6c 25 20 20 20 20 20 20  |bcnewcoll%      |
00001710  20 20 20 3b 61 20 6e 65  77 20 63 6f 6c 6c 69 73  |   ;a new collis|
00001720  69 6f 6e 20 62 65 74 77  65 65 6e 20 74 68 69 73  |ion between this|
00001730  20 70 61 69 72 3f 0d 08  8e 40 20 4c 44 52 20 20  | pair?...@ LDR  |
00001740  20 20 20 20 39 2c 20 5b  31 33 2c 20 23 32 34 5d  |    9, [13, #24]|
00001750  20 20 20 20 20 20 20 20  3b 69 66 20 6e 6f 74 2c  |        ;if not,|
00001760  20 6d 61 72 6b 20 63 6f  6c 6c 20 61 73 20 73 74  | mark coll as st|
00001770  69 6c 6c 20 69 6e 0d 08  98 45 20 84 52 20 20 20  |ill in...E .R   |
00001780  20 20 20 39 2c 20 39 2c  20 31 30 20 20 20 20 20  |   9, 9, 10     |
00001790  20 20 20 20 20 20 20 3b  70 72 6f 67 72 65 73 73  |       ;progress|
000017a0  20 61 6e 64 20 65 6e 64  20 70 72 6f 63 65 73 73  | and end process|
000017b0  69 6e 67 20 6f 66 20 70  61 69 72 0d 08 a2 1a 20  |ing of pair.... |
000017c0  53 54 52 20 20 20 20 20  20 39 2c 20 5b 31 33 2c  |STR      9, [13,|
000017d0  20 23 32 34 5d 0d 08 ac  1a 20 4c 44 52 20 20 20  | #24].... LDR   |
000017e0  20 20 20 39 2c 20 5b 31  32 2c 20 23 32 34 5d 0d  |   9, [12, #24].|
000017f0  08 b6 15 20 84 52 20 20  20 20 20 20 39 2c 20 39  |... .R      9, 9|
00001800  2c 20 31 31 0d 08 c0 1a  20 53 54 52 20 20 20 20  |, 11.... STR    |
00001810  20 20 39 2c 20 5b 31 32  2c 20 23 32 34 5d 0d 08  |  9, [12, #24]..|
00001820  ca 1a 20 42 20 20 20 20  20 20 20 20 69 62 63 70  |.. B        ibcp|
00001830  61 69 72 64 6f 6e 65 25  0d 08 d4 2c 20 2e 69 62  |airdone%..., .ib|
00001840  63 72 65 67 64 75 6d 70  25 20 20 20 20 20 20 20  |cregdump%       |
00001850  45 51 55 44 20 30 3a 45  51 55 44 20 30 3a 45 51  |EQUD 0:EQUD 0:EQ|
00001860  55 44 20 30 0d 08 de 3c  20 2e 69 62 63 6e 65 77  |UD 0...< .ibcnew|
00001870  63 6f 6c 6c 25 20 20 20  20 20 20 20 20 20 20 20  |coll%           |
00001880  20 20 20 20 20 20 3b 68  61 76 65 20 61 20 6e 65  |      ;have a ne|
00001890  77 20 70 61 69 72 20 63  6f 6c 6c 69 73 69 6f 6e  |w pair collision|
000018a0  0d 08 e8 1c 20 41 44 52  20 20 20 20 20 20 39 2c  |.... ADR      9,|
000018b0  20 69 62 63 72 65 67 64  75 6d 70 25 0d 08 f2 18  | ibcregdump%....|
000018c0  20 53 54 4d 49 41 20 20  20 20 39 2c 20 7b 34 2c  | STMIA    9, {4,|
000018d0  35 2c 36 7d 0d 08 fc 1a  20 4c 44 52 20 20 20 20  |5,6}.... LDR    |
000018e0  20 20 35 2c 20 5b 31 33  2c 20 23 32 34 5d 0d 09  |  5, [13, #24]..|
000018f0  06 1a 20 4c 44 52 20 20  20 20 20 20 34 2c 20 5b  |.. LDR      4, [|
00001900  31 32 2c 20 23 32 34 5d  0d 09 10 13 20 43 4d 50  |12, #24].... CMP|
00001910  20 20 20 20 20 20 35 2c  20 23 30 0d 09 1a 17 20  |      5, #0.... |
00001920  41 44 44 20 20 20 20 20  20 39 2c 20 31 33 2c 20  |ADD      9, 13, |
00001930  23 38 0d 09 24 2b 20 4c  44 4d 49 41 20 20 20 20  |#8..$+ LDMIA    |
00001940  39 2c 20 7b 36 2c 20 39  7d 20 20 20 20 20 20 20  |9, {6, 9}       |
00001950  20 20 20 20 3b 76 78 6a  2c 20 76 79 6a 0d 09 2e  |    ;vxj, vyj...|
00001960  15 20 53 55 42 45 51 20  20 20 20 32 2c 20 32 2c  |. SUBEQ    2, 2,|
00001970  20 36 0d 09 38 15 20 53  55 42 45 51 20 20 20 20  | 6..8. SUBEQ    |
00001980  33 2c 20 33 2c 20 39 0d  09 42 44 20 53 54 4d 45  |3, 3, 9..BD STME|
00001990  51 49 41 20 20 31 33 2c  20 7b 32 2c 33 7d 20 20  |QIA  13, {2,3}  |
000019a0  20 20 20 20 20 20 20 20  20 3b 6d 6f 76 65 20 62  |         ;move b|
000019b0  61 6c 6c 20 6a 20 62 61  63 6b 20 6f 75 74 20 6f  |all j back out o|
000019c0  66 20 63 6f 6c 6c 69 73  69 6f 6e 0d 09 4c 13 20  |f collision..L. |
000019d0  43 4d 50 20 20 20 20 20  20 34 2c 20 23 30 0d 09  |CMP      4, #0..|
000019e0  56 17 20 41 44 44 20 20  20 20 20 20 32 2c 20 31  |V. ADD      2, 1|
000019f0  32 2c 20 23 38 0d 09 60  2b 20 4c 44 4d 49 41 20  |2, #8..`+ LDMIA |
00001a00  20 20 20 32 2c 20 7b 32  2c 33 7d 20 20 20 20 20  |   2, {2,3}     |
00001a10  20 20 20 20 20 20 20 3b  76 78 69 2c 20 76 79 69  |       ;vxi, vyi|
00001a20  0d 09 6a 15 20 53 55 42  45 51 20 20 20 20 30 2c  |..j. SUBEQ    0,|
00001a30  20 30 2c 20 32 0d 09 74  15 20 53 55 42 45 51 20  | 0, 2..t. SUBEQ |
00001a40  20 20 20 31 2c 20 31 2c  20 33 0d 09 7e 44 20 53  |   1, 1, 3..~D S|
00001a50  54 4d 45 51 49 41 20 20  31 32 2c 20 7b 30 2c 31  |TMEQIA  12, {0,1|
00001a60  7d 20 20 20 20 20 20 20  20 20 20 20 3b 6d 6f 76  |}           ;mov|
00001a70  65 20 62 61 6c 6c 20 69  20 62 61 63 6b 20 6f 75  |e ball i back ou|
00001a80  74 20 6f 66 20 63 6f 6c  6c 69 73 69 6f 6e 0d 09  |t of collision..|
00001a90  88 15 20 84 52 20 20 20  20 20 20 35 2c 20 35 2c  |.. .R      5, 5,|
00001aa0  20 31 30 0d 09 92 15 20  84 52 20 20 20 20 20 20  | 10.... .R      |
00001ab0  34 2c 20 34 2c 20 31 31  0d 09 9c 1a 20 53 54 52  |4, 4, 11.... STR|
00001ac0  20 20 20 20 20 20 35 2c  20 5b 31 33 2c 20 23 32  |      5, [13, #2|
00001ad0  34 5d 0d 09 a6 3e 20 53  54 52 20 20 20 20 20 20  |4]...> STR      |
00001ae0  34 2c 20 5b 31 32 2c 20  23 32 34 5d 20 20 20 20  |4, [12, #24]    |
00001af0  20 20 20 20 3b 6d 61 72  6b 20 62 61 6c 6c 73 20  |    ;mark balls |
00001b00  61 73 20 69 6e 20 61 20  6e 65 77 20 63 6f 6c 6c  |as in a new coll|
00001b10  0d 09 b0 13 20 4d 4f 56  20 20 20 20 20 20 31 30  |.... MOV      10|
00001b20  2c 20 39 0d 09 ba 39 20  4d 4f 56 20 20 20 20 20  |, 9...9 MOV     |
00001b30  20 39 2c 20 36 20 20 20  20 20 20 20 20 20 20 20  | 9, 6           |
00001b40  20 20 20 20 20 3b 70 75  74 20 76 78 6a 2c 20 76  |     ;put vxj, v|
00001b50  79 6a 20 69 6e 74 6f 20  39 2c 31 30 0d 09 c4 1d  |yj into 9,10....|
00001b60  20 41 44 52 20 20 20 20  20 20 31 31 2c 20 69 62  | ADR      11, ib|
00001b70  63 72 65 67 64 75 6d 70  25 0d 09 ce 19 20 4c 44  |cregdump%.... LD|
00001b80  4d 49 41 20 20 20 20 31  31 2c 20 7b 34 2c 35 2c  |MIA    11, {4,5,|
00001b90  36 7d 0d 09 d8 06 20 3a  0d 09 e2 2e 20 4d 55 4c  |6}.... :.... MUL|
00001ba0  53 20 20 20 20 20 35 2c  20 34 2c 20 35 20 20 20  |S     5, 4, 5   |
00001bb0  20 20 20 20 20 20 20 20  20 20 3b 74 78 79 20 3d  |          ;txy =|
00001bc0  20 74 78 2a 74 79 0d 09  ec 12 20 4d 4f 56 50 4c  | tx*ty.... MOVPL|
00001bd0  20 20 20 20 34 2c 20 35  0d 09 f6 2a 20 52 53 42  |    4, 5...* RSB|
00001be0  4d 49 20 20 20 20 34 2c  20 35 2c 20 23 30 20 20  |MI    4, 5, #0  |
00001bf0  20 20 20 20 20 20 20 20  20 20 3b 61 62 73 20 74  |          ;abs t|
00001c00  78 79 0d 0a 00 33 20 a4  64 69 76 31 36 28 70 61  |xy...3 .div16(pa|
00001c10  73 73 25 2c 20 34 2c 20  38 2c 20 31 31 29 20 20  |ss%, 4, 8, 11)  |
00001c20  20 20 20 3b 36 35 35 33  36 28 61 62 73 20 74 78  |   ;65536(abs tx|
00001c30  79 29 2f 64 73 0d 0a 0a  13 20 43 4d 50 20 20 20  |y)/ds.... CMP   |
00001c40  20 20 20 35 2c 20 23 30  0d 0a 14 12 20 4d 4f 56  |   5, #0.... MOV|
00001c50  50 4c 20 20 20 20 35 2c  20 34 0d 0a 1e 32 20 52  |PL    5, 4...2 R|
00001c60  53 42 4d 49 20 20 20 20  35 2c 20 34 2c 20 23 30  |SBMI    5, 4, #0|
00001c70  20 20 20 20 20 20 20 20  20 20 20 20 3b 74 78 79  |            ;txy|
00001c80  3d 36 35 35 33 36 74 78  79 2f 64 73 0d 0a 28 31  |=65536txy/ds..(1|
00001c90  20 a4 64 69 76 31 36 28  70 61 73 73 25 2c 20 36  | .div16(pass%, 6|
00001ca0  2c 20 38 2c 20 34 29 20  20 20 20 20 20 3b 74 78  |, 8, 4)      ;tx|
00001cb0  73 3d 36 35 35 33 36 74  78 73 2f 64 73 0d 0a 32  |s=65536txs/ds..2|
00001cc0  31 20 a4 64 69 76 31 36  28 70 61 73 73 25 2c 20  |1 .div16(pass%, |
00001cd0  37 2c 20 38 2c 20 34 29  20 20 20 20 20 20 3b 74  |7, 8, 4)      ;t|
00001ce0  79 73 3d 36 35 35 33 36  74 79 73 2f 64 73 0d 0a  |ys=65536tys/ds..|
00001cf0  3c 16 20 53 55 42 20 20  20 20 20 20 38 2c 20 31  |<. SUB      8, 1|
00001d00  30 2c 20 33 0d 0a 46 15  20 4d 55 4c 20 20 20 20  |0, 3..F. MUL    |
00001d10  20 20 34 2c 20 38 2c 20  35 0d 0a 50 35 20 4d 4f  |  4, 8, 5..P5 MO|
00001d20  56 20 20 20 20 20 20 34  2c 20 34 2c 20 41 53 52  |V      4, 4, ASR|
00001d30  20 23 38 20 20 20 20 20  20 20 20 3b 64 79 20 3d  | #8        ;dy =|
00001d40  20 28 76 79 6a 2d 76 79  69 29 2a 74 78 79 0d 0a  | (vyj-vyi)*txy..|
00001d50  5a 15 20 53 55 42 20 20  20 20 20 20 38 2c 20 39  |Z. SUB      8, 9|
00001d60  2c 20 32 0d 0a 64 15 20  4d 55 4c 20 20 20 20 20  |, 2..d. MUL     |
00001d70  20 35 2c 20 38 2c 20 35  0d 0a 6e 35 20 4d 4f 56  | 5, 8, 5..n5 MOV|
00001d80  20 20 20 20 20 20 35 2c  20 35 2c 20 41 53 52 20  |      5, 5, ASR |
00001d90  23 38 20 20 20 20 20 20  20 20 3b 64 78 20 3d 20  |#8        ;dx = |
00001da0  28 76 78 6a 2d 76 78 69  29 2a 74 78 79 0d 0a 78  |(vxj-vxi)*txy..x|
00001db0  2e 20 4c 44 52 20 20 20  20 20 20 38 2c 20 5b 31  |. LDR      8, [1|
00001dc0  32 2c 20 23 32 30 5d 20  20 20 20 20 20 20 20 3b  |2, #20]        ;|
00001dd0  62 61 6c 6c 20 69 20 74  79 70 65 0d 0a 82 2e 20  |ball i type.... |
00001de0  4c 44 52 20 20 20 20 20  20 31 31 2c 20 5b 31 33  |LDR      11, [13|
00001df0  2c 20 23 32 30 5d 20 20  20 20 20 20 20 3b 62 61  |, #20]       ;ba|
00001e00  6c 6c 20 6a 20 74 79 70  65 0d 0a 8c 21 20 41 44  |ll j type...! AD|
00001e10  44 20 20 20 20 20 20 30  2c 20 31 31 2c 20 38 2c  |D      0, 11, 8,|
00001e20  20 41 53 4c 20 23 6c 6e  74 25 0d 0a 96 21 20 41  | ASL #lnt%...! A|
00001e30  44 44 20 20 20 20 20 20  31 2c 20 38 2c 20 31 31  |DD      1, 8, 11|
00001e40  2c 20 41 53 4c 20 23 6c  6e 74 25 0d 0a a0 19 20  |, ASL #lnt%.... |
00001e50  41 44 52 20 20 20 20 20  20 38 2c 20 69 62 63 72  |ADR      8, ibcr|
00001e60  65 67 73 25 0d 0a aa 1b  20 53 54 4d 49 41 20 20  |egs%.... STMIA  |
00001e70  20 20 38 2c 20 7b 31 32  2c 31 33 2c 31 34 7d 0d  |  8, {12,13,14}.|
00001e80  0a b4 1a 20 a4 61 64 72  6c 28 70 61 73 73 25 2c  |... .adrl(pass%,|
00001e90  20 38 2c 20 61 67 73 25  29 0d 0a be 2b 20 4c 44  | 8, ags%)...+ LD|
00001ea0  4d 49 41 20 20 20 20 38  2c 20 7b 38 2c 31 31 7d  |MIA    8, {8,11}|
00001eb0  20 20 20 20 20 20 20 20  20 20 20 3b 67 61 25 2c  |           ;ga%,|
00001ec0  20 67 62 25 0d 0a c8 2c  20 4c 44 52 20 20 20 20  | gb%..., LDR    |
00001ed0  20 20 31 32 2c 20 5b 38  2c 20 30 2c 20 4c 53 4c  |  12, [8, 0, LSL|
00001ee0  20 23 32 5d 20 20 3b 61  6c 70 68 61 20 69 2c 6a  | #2]  ;alpha i,j|
00001ef0  0d 0a d2 2b 20 4c 44 52  20 20 20 20 20 20 31 33  |...+ LDR      13|
00001f00  2c 20 5b 31 31 2c 20 31  2c 20 4c 53 4c 20 23 32  |, [11, 1, LSL #2|
00001f10  5d 20 3b 62 65 74 61 20  6a 2c 69 0d 0a dc 2c 20  |] ;beta j,i..., |
00001f20  4c 44 52 20 20 20 20 20  20 38 2c 20 20 5b 38 2c  |LDR      8,  [8,|
00001f30  20 31 2c 20 4c 53 4c 20  23 32 5d 20 20 3b 61 6c  | 1, LSL #2]  ;al|
00001f40  70 68 61 20 6a 2c 69 0d  0a e6 2b 20 4c 44 52 20  |pha j,i...+ LDR |
00001f50  20 20 20 20 20 31 31 2c  20 5b 31 31 2c 20 30 2c  |     11, [11, 0,|
00001f60  20 4c 53 4c 20 23 32 5d  20 3b 62 65 74 61 20 69  | LSL #2] ;beta i|
00001f70  2c 6a 0d 0a f0 16 20 4d  55 4c 20 20 20 20 20 20  |,j.... MUL      |
00001f80  30 2c 20 31 32 2c 20 36  0d 0a fa 1d 20 41 44 44  |0, 12, 6.... ADD|
00001f90  20 20 20 20 20 20 30 2c  20 37 2c 20 30 2c 20 41  |      0, 7, 0, A|
00001fa0  53 52 20 23 38 0d 0b 04  15 20 4d 55 4c 20 20 20  |SR #8.... MUL   |
00001fb0  20 20 20 30 2c 20 32 2c  20 30 0d 0b 0e 15 20 4d  |   0, 2, 0.... M|
00001fc0  55 4c 20 20 20 20 20 20  31 2c 20 39 2c 20 36 0d  |UL      1, 9, 6.|
00001fd0  0b 18 1d 20 41 44 44 20  20 20 20 20 20 31 2c 20  |... ADD      1, |
00001fe0  34 2c 20 31 2c 20 41 53  52 20 23 38 0d 0b 22 2c  |4, 1, ASR #8..",|
00001ff0  20 4d 4c 41 20 20 20 20  20 20 30 2c 20 31 2c 20  | MLA      0, 1, |
00002000  31 33 2c 20 30 20 20 20  20 20 20 20 20 20 3b 77  |13, 0         ;w|
00002010  78 69 2a 36 35 35 33 36  0d 0b 2c 17 20 4d 55 4c  |xi*65536..,. MUL|
00002020  20 20 20 20 20 20 31 34  2c 20 31 32 2c 20 37 0d  |      14, 12, 7.|
00002030  0b 36 1f 20 41 44 44 20  20 20 20 20 20 31 34 2c  |.6. ADD      14,|
00002040  20 36 2c 20 31 34 2c 20  41 53 52 20 23 38 0d 0b  | 6, 14, ASR #8..|
00002050  40 17 20 4d 55 4c 20 20  20 20 20 20 31 34 2c 20  |@. MUL      14, |
00002060  33 2c 20 31 34 0d 0b 4a  16 20 4d 55 4c 20 20 20  |3, 14..J. MUL   |
00002070  20 20 20 31 2c 20 31 30  2c 20 37 0d 0b 54 1d 20  |   1, 10, 7..T. |
00002080  41 44 44 20 20 20 20 20  20 31 2c 20 35 2c 20 31  |ADD      1, 5, 1|
00002090  2c 20 41 53 52 20 23 38  0d 0b 5e 2c 20 4d 4c 41  |, ASR #8..^, MLA|
000020a0  20 20 20 20 20 20 31 2c  20 31 33 2c 20 31 2c 20  |      1, 13, 1, |
000020b0  31 34 20 20 20 20 20 20  20 20 3b 77 79 69 2a 36  |14        ;wyi*6|
000020c0  35 35 33 36 0d 0b 68 16  20 4d 55 4c 20 20 20 20  |5536..h. MUL    |
000020d0  20 20 31 32 2c 20 38 2c  20 36 0d 0b 72 1f 20 41  |  12, 8, 6..r. A|
000020e0  44 44 20 20 20 20 20 20  31 32 2c 20 37 2c 20 31  |DD      12, 7, 1|
000020f0  32 2c 20 41 53 52 20 23  38 0d 0b 7c 17 20 4d 55  |2, ASR #8..|. MU|
00002100  4c 20 20 20 20 20 20 31  32 2c 20 39 2c 20 31 32  |L      12, 9, 12|
00002110  0d 0b 86 16 20 4d 55 4c  20 20 20 20 20 20 31 33  |.... MUL      13|
00002120  2c 20 32 2c 20 36 0d 0b  90 1f 20 52 53 42 20 20  |, 2, 6.... RSB  |
00002130  20 20 20 20 31 33 2c 20  34 2c 20 31 33 2c 20 41  |    13, 4, 13, A|
00002140  53 52 20 23 38 0d 0b 9a  2c 20 4d 4c 41 20 20 20  |SR #8..., MLA   |
00002150  20 20 20 31 32 2c 20 31  33 2c 20 31 31 2c 20 31  |   12, 13, 11, 1|
00002160  32 20 20 20 20 20 20 3b  77 78 6a 2a 36 35 35 33  |2      ;wxj*6553|
00002170  36 0d 0b a4 16 20 4d 55  4c 20 20 20 20 20 20 31  |6.... MUL      1|
00002180  34 2c 20 38 2c 20 37 0d  0b ae 1f 20 41 44 44 20  |4, 8, 7.... ADD |
00002190  20 20 20 20 20 31 34 2c  20 36 2c 20 31 34 2c 20  |     14, 6, 14, |
000021a0  41 53 52 20 23 38 0d 0b  b8 18 20 4d 55 4c 20 20  |ASR #8.... MUL  |
000021b0  20 20 20 20 31 34 2c 20  31 30 2c 20 31 34 0d 0b  |    14, 10, 14..|
000021c0  c2 16 20 4d 55 4c 20 20  20 20 20 20 31 33 2c 20  |.. MUL      13, |
000021d0  33 2c 20 37 0d 0b cc 1f  20 52 53 42 20 20 20 20  |3, 7.... RSB    |
000021e0  20 20 31 33 2c 20 35 2c  20 31 33 2c 20 41 53 52  |  13, 5, 13, ASR|
000021f0  20 23 38 0d 0b d6 2c 20  4d 4c 41 20 20 20 20 20  | #8..., MLA     |
00002200  20 31 33 2c 20 31 31 2c  20 31 33 2c 20 31 34 20  | 13, 11, 13, 14 |
00002210  20 20 20 20 20 3b 77 79  6a 2a 36 35 35 33 36 0d  |     ;wyj*65536.|
00002220  0b e0 26 20 4d 4f 56 20  20 20 20 20 20 30 2c 20  |..& MOV      0, |
00002230  30 2c 20 41 53 52 20 23  31 36 20 20 20 20 20 20  |0, ASR #16      |
00002240  20 3b 77 78 69 0d 0b ea  26 20 4d 4f 56 20 20 20  | ;wxi...& MOV   |
00002250  20 20 20 31 2c 20 31 2c  20 41 53 52 20 23 31 36  |   1, 1, ASR #16|
00002260  20 20 20 20 20 20 20 3b  77 79 69 0d 0b f4 26 20  |       ;wyi...& |
00002270  4d 4f 56 20 20 20 20 20  20 34 2c 20 31 32 2c 20  |MOV      4, 12, |
00002280  41 53 52 20 23 31 36 20  20 20 20 20 20 3b 77 78  |ASR #16      ;wx|
00002290  6a 0d 0b fe 26 20 4d 4f  56 20 20 20 20 20 20 35  |j...& MOV      5|
000022a0  2c 20 31 33 2c 20 41 53  52 20 23 31 36 20 20 20  |, 13, ASR #16   |
000022b0  20 20 20 3b 77 79 6a 0d  0c 08 19 20 41 44 52 20  |   ;wyj.... ADR |
000022c0  20 20 20 20 20 38 2c 20  69 62 63 72 65 67 73 25  |     8, ibcregs%|
000022d0  0d 0c 12 1b 20 4c 44 4d  49 41 20 20 20 20 38 2c  |.... LDMIA    8,|
000022e0  20 7b 31 32 2c 31 33 2c  31 34 7d 0d 0c 1c 17 20  | {12,13,14}.... |
000022f0  41 44 44 20 20 20 20 20  20 38 2c 20 31 32 2c 20  |ADD      8, 12, |
00002300  23 38 0d 0c 26 16 20 53  54 4d 49 41 20 20 20 20  |#8..&. STMIA    |
00002310  38 2c 20 7b 30 2c 31 7d  0d 0c 30 17 20 41 44 44  |8, {0,1}..0. ADD|
00002320  20 20 20 20 20 20 38 2c  20 31 33 2c 20 23 38 0d  |      8, 13, #8.|
00002330  0c 3a 16 20 53 54 4d 49  41 20 20 20 20 38 2c 20  |.:. STMIA    8, |
00002340  7b 34 2c 35 7d 0d 0c 44  17 20 4c 44 4d 49 41 20  |{4,5}..D. LDMIA |
00002350  20 20 20 31 32 2c 20 7b  30 2c 31 7d 0d 0c 4e 12  |   12, {0,1}..N.|
00002360  20 2e 69 62 63 70 61 69  72 64 6f 6e 65 25 0d 0c  | .ibcpairdone%..|
00002370  58 26 20 41 44 44 20 20  20 20 20 20 31 33 2c 20  |X& ADD      13, |
00002380  31 33 2c 20 23 62 73 25  20 20 20 20 20 20 20 20  |13, #bs%        |
00002390  3b 6a 2b 2b 0d 0c 62 38  20 43 4d 50 20 20 20 20  |;j++..b8 CMP    |
000023a0  20 20 31 33 2c 20 31 32  20 20 20 20 20 20 20 20  |  13, 12        |
000023b0  20 20 20 20 20 20 3b 72  65 70 65 61 74 20 6a 20  |      ;repeat j |
000023c0  6c 6f 6f 70 20 69 66 66  20 6a 3c 69 0d 0c 6c 17  |loop iff j<i..l.|
000023d0  20 42 4c 54 20 20 20 20  20 20 69 62 63 6a 6c 6f  | BLT      ibcjlo|
000023e0  6f 70 25 0d 0c 76 26 20  41 44 44 20 20 20 20 20  |op%..v& ADD     |
000023f0  20 31 32 2c 20 31 32 2c  20 23 62 73 25 20 20 20  | 12, 12, #bs%   |
00002400  20 20 20 20 20 3b 69 2b  2b 0d 0c 80 39 20 43 4d  |     ;i++...9 CM|
00002410  50 20 20 20 20 20 20 31  32 2c 20 31 34 20 20 20  |P      12, 14   |
00002420  20 20 20 20 20 20 20 20  20 20 20 3b 72 65 70 65  |           ;repe|
00002430  61 74 20 69 20 6c 6f 6f  70 20 69 66 66 20 69 3c  |at i loop iff i<|
00002440  3d 6e 0d 0c 8a 17 20 42  4c 54 20 20 20 20 20 20  |=n.... BLT      |
00002450  69 62 63 69 6c 6f 6f 70  25 0d 0c 94 3d 20 2e 69  |ibciloop%...= .i|
00002460  62 63 64 6f 6e 65 25 20  20 20 20 20 20 20 20 20  |bcdone%         |
00002470  20 20 20 20 20 20 20 20  20 20 20 3b 61 6c 6c 20  |           ;all |
00002480  62 61 6c 6c 20 70 61 69  72 73 20 6e 6f 77 20 63  |ball pairs now c|
00002490  68 65 63 6b 65 64 0d 0c  9e 06 20 3a 0d 0c a8 15  |hecked.... :....|
000024a0  20 4c 44 52 20 20 20 20  20 20 31 32 2c 20 61 62  | LDR      12, ab|
000024b0  25 0d 0c b2 15 20 4c 44  52 20 20 20 20 20 20 31  |%.... LDR      1|
000024c0  33 2c 20 61 6e 25 0d 0c  bc 19 20 41 44 44 20 20  |3, an%.... ADD  |
000024d0  20 20 20 20 31 32 2c 20  31 32 2c 20 23 31 32 0d  |    12, 12, #12.|
000024e0  0c c6 13 20 4d 4f 56 20  20 20 20 20 20 36 2c 20  |... MOV      6, |
000024f0  23 30 0d 0c d0 0f 20 2e  6d 69 73 63 6c 6f 6f 70  |#0.... .miscloop|
00002500  25 0d 0c da 19 20 4c 44  4d 49 41 20 20 20 20 31  |%.... LDMIA    1|
00002510  32 2c 20 7b 33 2d 35 2c  37 7d 0d 0c e4 45 20 43  |2, {3-5,7}...E C|
00002520  4d 50 20 20 20 20 20 20  37 2c 20 23 30 20 20 20  |MP      7, #0   |
00002530  20 20 20 20 20 20 20 20  20 20 20 20 3b 20 69 66  |            ; if|
00002540  20 62 61 6c 6c 20 6e 6f  20 6c 6f 6e 67 65 72 20  | ball no longer |
00002550  69 6e 20 63 6f 6c 6c 20  6d 61 72 6b 20 69 74 0d  |in coll mark it.|
00002560  0c ee 3d 20 41 44 44 45  51 20 20 20 20 33 2c 20  |..= ADDEQ    3, |
00002570  33 2c 20 23 38 20 20 20  20 20 20 20 20 20 20 20  |3, #8           |
00002580  20 3b 20 61 63 63 65 6c  65 72 61 74 65 20 62 61  | ; accelerate ba|
00002590  6c 6c 20 64 6f 77 6e 77  61 72 64 73 0d 0c f8 46  |ll downwards...F|
000025a0  20 53 54 4d 49 41 20 20  20 20 31 32 2c 20 7b 33  | STMIA    12, {3|
000025b0  2d 37 7d 20 20 20 20 20  20 20 20 20 20 20 3b 20  |-7}           ; |
000025c0  72 65 73 74 6f 72 65 2c  20 70 6c 75 73 20 63 6f  |restore, plus co|
000025d0  70 79 20 6e 65 77 20 63  6f 6c 6c 20 74 6f 20 6f  |py new coll to o|
000025e0  6c 64 0d 0d 02 39 20 41  44 44 20 20 20 20 20 20  |ld...9 ADD      |
000025f0  31 32 2c 20 31 32 2c 20  23 62 73 25 20 20 20 20  |12, 12, #bs%    |
00002600  20 20 20 20 3b 20 61 6e  64 20 73 65 74 20 6e 65  |    ; and set ne|
00002610  77 20 63 6f 6c 6c 20 74  6f 20 30 0d 0d 0c 18 20  |w coll to 0.... |
00002620  53 55 42 53 20 20 20 20  20 31 33 2c 20 31 33 2c  |SUBS     13, 13,|
00002630  20 23 31 0d 0d 16 17 20  42 4e 45 20 20 20 20 20  | #1.... BNE     |
00002640  20 6d 69 73 63 6c 6f 6f  70 25 0d 0d 20 06 20 3a  | miscloop%.. . :|
00002650  0d 0d 2a 15 20 4c 44 52  20 20 20 20 20 20 31 32  |..*. LDR      12|
00002660  2c 20 61 62 25 0d 0d 34  15 20 4c 44 52 20 20 20  |, ab%..4. LDR   |
00002670  20 20 20 31 33 2c 20 61  6e 25 0d 0d 3e 36 20 2e  |   13, an%..>6 .|
00002680  66 72 61 6d 65 70 6c 6f  74 6c 6f 6f 70 25 20 20  |frameplotloop%  |
00002690  20 20 20 20 20 20 20 20  20 20 20 20 3b 6e 6f 77  |            ;now|
000026a0  20 70 6c 6f 74 20 65 61  63 68 20 62 61 6c 6c 3a  | plot each ball:|
000026b0  0d 0d 48 3d 20 4c 44 4d  49 41 20 20 20 20 31 32  |..H= LDMIA    12|
000026c0  2c 20 7b 30 2c 31 7d 20  20 20 20 20 20 20 20 20  |, {0,1}         |
000026d0  20 20 3b 20 72 65 61 64  20 78 2c 79 20 63 6f 6f  |  ; read x,y coo|
000026e0  72 64 73 20 66 72 6f 6d  20 64 61 74 61 0d 0d 52  |rds from data..R|
000026f0  1a 20 4c 44 52 20 20 20  20 20 20 32 2c 20 5b 31  |. LDR      2, [1|
00002700  32 2c 20 23 32 30 5d 0d  0d 5c 1a 20 4d 4f 56 20  |2, #20]..\. MOV |
00002710  20 20 20 20 20 30 2c 20  30 2c 20 41 53 52 20 23  |     0, 0, ASR #|
00002720  38 0d 0d 66 1a 20 4d 4f  56 20 20 20 20 20 20 31  |8..f. MOV      1|
00002730  2c 20 31 2c 20 41 53 52  20 23 38 0d 0d 70 34 20  |, 1, ASR #8..p4 |
00002740  42 4c 20 20 20 20 20 20  20 70 6c 6f 74 25 20 20  |BL       plot%  |
00002750  20 20 20 20 20 20 20 20  20 20 20 20 20 3b 20 70  |             ; p|
00002760  6c 6f 74 20 62 61 6c 6c  20 61 74 20 78 2c 79 0d  |lot ball at x,y.|
00002770  0d 7a 1a 20 41 44 44 20  20 20 20 20 20 31 32 2c  |.z. ADD      12,|
00002780  20 31 32 2c 20 23 62 73  25 0d 0d 84 18 20 53 55  | 12, #bs%.... SU|
00002790  42 53 20 20 20 20 20 31  33 2c 20 31 33 2c 20 23  |BS     13, 13, #|
000027a0  31 0d 0d 8e 34 20 42 4e  45 20 20 20 20 20 20 66  |1...4 BNE      f|
000027b0  72 61 6d 65 70 6c 6f 74  6c 6f 6f 70 25 20 20 20  |rameplotloop%   |
000027c0  20 20 20 3b 74 68 65 6e  20 64 6f 20 6e 65 78 74  |   ;then do next|
000027d0  20 62 61 6c 6c 0d 0d 98  16 20 4c 44 52 20 20 20  | ball.... LDR   |
000027e0  20 20 20 31 31 2c 20 61  66 63 25 0d 0d a2 18 20  |   11, afc%.... |
000027f0  41 44 44 20 20 20 20 20  20 31 31 2c 20 31 31 2c  |ADD      11, 11,|
00002800  20 23 31 0d 0d ac 35 20  53 54 52 20 20 20 20 20  | #1...5 STR     |
00002810  20 31 31 2c 20 61 66 63  25 20 20 20 20 20 20 20  | 11, afc%       |
00002820  20 20 20 20 20 3b 75 70  64 61 74 65 20 66 72 61  |     ;update fra|
00002830  6d 65 20 63 6f 75 6e 74  0d 0d b6 06 20 3a 0d 0d  |me count.... :..|
00002840  c0 06 20 5d 0d 0d ca 0d  20 e7 20 56 47 41 25 20  |.. ].... . VGA% |
00002850  8c 0d 0d d4 0f 20 5b 4f  50 54 20 70 61 73 73 25  |..... [OPT pass%|
00002860  0d 0d de 44 20 4c 44 52  20 20 20 20 20 20 31 34  |...D LDR      14|
00002870  2c 20 61 73 63 72 73 74  25 20 20 20 20 20 20 20  |, ascrst%       |
00002880  20 20 3b 69 66 20 69 6e  20 56 47 41 20 6d 6f 64  |  ;if in VGA mod|
00002890  65 2c 20 66 69 6c 6c 20  69 6e 20 74 68 65 20 65  |e, fill in the e|
000028a0  78 74 72 61 0d 0d e8 42  20 41 44 44 20 20 20 20  |xtra...B ADD    |
000028b0  20 20 31 33 2c 20 31 34  2c 20 23 68 61 64 64 25  |  13, 14, #hadd%|
000028c0  2d 68 70 69 78 25 3b 62  6c 61 6e 6b 20 6c 69 6e  |-hpix%;blank lin|
000028d0  65 73 20 62 79 20 63 6f  70 79 69 6e 67 20 74 68  |es by copying th|
000028e0  65 20 6c 69 6e 65 0d 0d  f2 28 20 4d 4f 56 20 20  |e line...( MOV  |
000028f0  20 20 20 20 31 32 2c 20  23 76 70 69 78 25 20 20  |    12, #vpix%  |
00002900  20 20 20 20 20 20 20 20  3b 61 62 6f 76 65 0d 0d  |        ;above..|
00002910  fc 12 20 2e 69 6e 74 65  72 6c 61 63 65 6c 31 25  |.. .interlacel1%|
00002920  0d 0e 06 19 20 4c 44 4d  49 41 20 20 20 20 31 34  |.... LDMIA    14|
00002930  21 2c 20 7b 30 2d 31 31  7d 0d 0e 10 19 20 53 54  |!, {0-11}.... ST|
00002940  4d 49 41 20 20 20 20 31  33 21 2c 20 7b 30 2d 31  |MIA    13!, {0-1|
00002950  31 7d 0d 0e 1a 19 20 4c  44 4d 49 41 20 20 20 20  |1}.... LDMIA    |
00002960  31 34 21 2c 20 7b 30 2d  31 31 7d 0d 0e 24 19 20  |14!, {0-11}..$. |
00002970  53 54 4d 49 41 20 20 20  20 31 33 21 2c 20 7b 30  |STMIA    13!, {0|
00002980  2d 31 31 7d 0d 0e 2e 19  20 4c 44 4d 49 41 20 20  |-11}.... LDMIA  |
00002990  20 20 31 34 21 2c 20 7b  30 2d 31 31 7d 0d 0e 38  |  14!, {0-11}..8|
000029a0  19 20 53 54 4d 49 41 20  20 20 20 31 33 21 2c 20  |. STMIA    13!, |
000029b0  7b 30 2d 31 31 7d 0d 0e  42 19 20 4c 44 4d 49 41  |{0-11}..B. LDMIA|
000029c0  20 20 20 20 31 34 21 2c  20 7b 30 2d 31 31 7d 0d  |    14!, {0-11}.|
000029d0  0e 4c 19 20 53 54 4d 49  41 20 20 20 20 31 33 21  |.L. STMIA    13!|
000029e0  2c 20 7b 30 2d 31 31 7d  0d 0e 56 19 20 4c 44 4d  |, {0-11}..V. LDM|
000029f0  49 41 20 20 20 20 31 34  21 2c 20 7b 30 2d 31 31  |IA    14!, {0-11|
00002a00  7d 0d 0e 60 19 20 53 54  4d 49 41 20 20 20 20 31  |}..`. STMIA    1|
00002a10  33 21 2c 20 7b 30 2d 31  31 7d 0d 0e 6a 19 20 4c  |3!, {0-11}..j. L|
00002a20  44 4d 49 41 20 20 20 20  31 34 21 2c 20 7b 30 2d  |DMIA    14!, {0-|
00002a30  31 31 7d 0d 0e 74 19 20  53 54 4d 49 41 20 20 20  |11}..t. STMIA   |
00002a40  20 31 33 21 2c 20 7b 30  2d 31 31 7d 0d 0e 7e 22  | 13!, {0-11}..~"|
00002a50  20 41 44 44 20 20 20 20  20 20 31 33 2c 20 31 33  | ADD      13, 13|
00002a60  2c 20 23 68 61 64 64 25  2d 68 70 69 78 25 0d 0e  |, #hadd%-hpix%..|
00002a70  88 22 20 41 44 44 20 20  20 20 20 20 31 34 2c 20  |." ADD      14, |
00002a80  31 34 2c 20 23 68 61 64  64 25 2d 68 70 69 78 25  |14, #hadd%-hpix%|
00002a90  0d 0e 92 18 20 53 55 42  53 20 20 20 20 20 31 32  |.... SUBS     12|
00002aa0  2c 20 31 32 2c 20 23 31  0d 0e 9c 1a 20 42 4e 45  |, 12, #1.... BNE|
00002ab0  20 20 20 20 20 20 69 6e  74 65 72 6c 61 63 65 6c  |      interlacel|
00002ac0  31 25 0d 0e a6 06 20 5d  0d 0e b0 06 20 cd 0d 0e  |1%.... ].... ...|
00002ad0  ba 0f 20 5b 4f 50 54 20  70 61 73 73 25 0d 0e c4  |.. [OPT pass%...|
00002ae0  06 20 3a 0d 0e ce 42 20  53 57 49 20 20 20 20 20  |. :...B SWI     |
00002af0  20 22 4f 53 5f 52 65 61  64 4d 6f 6e 6f 74 6f 6e  | "OS_ReadMonoton|
00002b00  69 63 54 69 6d 65 22 20  20 20 20 20 20 20 20 3b  |icTime"        ;|
00002b10  63 61 6c 63 75 6c 61 74  65 20 66 72 61 6d 65 20  |calculate frame |
00002b20  73 70 65 65 64 0d 0e d8  17 20 4c 44 52 20 20 20  |speed.... LDR   |
00002b30  20 20 20 31 2c 20 61 74  69 6d 65 25 0d 0e e2 15  |   1, atime%....|
00002b40  20 53 55 42 20 20 20 20  20 20 30 2c 20 30 2c 20  | SUB      0, 0, |
00002b50  31 0d 0e ec 20 20 43 4d  50 20 20 20 20 20 20 30  |1...  CMP      0|
00002b60  2c 20 23 31 30 30 2f 74  61 72 67 65 74 66 70 73  |, #100/targetfps|
00002b70  25 0d 0e f6 44 20 53 57  49 47 54 20 20 20 20 32  |%...D SWIGT    2|
00002b80  35 36 2b 37 20 20 20 20  20 20 20 20 20 20 20 20  |56+7            |
00002b90  20 20 20 3b 62 65 65 70  20 69 66 20 69 74 20 66  |   ;beep if it f|
00002ba0  61 6c 6c 73 20 62 65 6c  6f 77 20 74 61 72 67 65  |alls below targe|
00002bb0  74 20 66 70 73 0d 0f 00  06 20 3a 0d 0f 0a 15 20  |t fps.... :.... |
00002bc0  4d 4f 56 20 20 20 20 20  20 30 2c 20 23 31 32 39  |MOV      0, #129|
00002bd0  0d 0f 14 13 20 4d 4f 56  20 20 20 20 20 20 31 2c  |.... MOV      1,|
00002be0  20 23 30 0d 0f 1e 13 20  4d 4f 56 20 20 20 20 20  | #0.... MOV     |
00002bf0  20 32 2c 20 23 30 0d 0f  28 17 20 53 57 49 20 20  | 2, #0..(. SWI  |
00002c00  20 20 20 20 22 4f 53 5f  42 79 74 65 22 0d 0f 32  |    "OS_Byte"..2|
00002c10  15 20 43 4d 50 20 20 20  20 20 20 32 2c 20 23 26  |. CMP      2, #&|
00002c20  46 46 0d 0f 3c 43 20 42  45 51 20 20 20 20 20 20  |FF..<C BEQ      |
00002c30  6e 65 78 74 66 72 61 6d  65 25 20 20 20 20 20 20  |nextframe%      |
00002c40  20 20 20 20 3b 69 66 20  6e 6f 20 6b 65 79 20 70  |    ;if no key p|
00002c50  72 65 73 73 65 64 2c 20  64 6f 20 6e 65 78 74 20  |ressed, do next |
00002c60  66 72 61 6d 65 0d 0f 46  2d 20 4c 44 52 20 20 20  |frame..F- LDR   |
00002c70  20 20 20 31 33 2c 20 61  73 70 66 72 61 6d 65 25  |   13, aspframe%|
00002c80  20 20 20 20 20 20 20 3b  72 65 73 74 6f 72 65 20  |       ;restore |
00002c90  73 70 0d 0f 50 32 20 4c  44 4d 46 44 20 20 20 20  |sp..P2 LDMFD    |
00002ca0  31 33 21 2c 20 7b 50 43  7d 20 20 20 20 20 20 20  |13!, {PC}       |
00002cb0  20 20 20 20 3b 72 65 74  75 72 6e 20 74 6f 20 42  |    ;return to B|
00002cc0  41 53 49 43 0d 0f 5a 06  20 3a 0d 0f 64 23 20 2e  |ASIC..Z. :..d# .|
00002cd0  69 62 63 72 65 67 73 25  20 45 51 55 44 20 30 3a  |ibcregs% EQUD 0:|
00002ce0  45 51 55 44 20 30 3a 45  51 55 44 20 30 0d 0f 6e  |EQUD 0:EQUD 0..n|
00002cf0  06 20 3a 0d 0f 78 0f 20  2e 6d 61 6b 65 62 61 63  |. :..x. .makebac|
00002d00  6b 25 0d 0f 82 1b 20 4c  44 52 20 20 20 20 20 20  |k%.... LDR      |
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00003410  20 7b 31 32 2c 31 33 2c  50 43 7d 20 20 20 20 20  | {12,13,PC}     |
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00003430  20 26 20 72 31 33 2e 0d  11 8a 06 20 3a 0d 11 94  | & r13..... :...|
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00003550  c6 40 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |.@              |
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00003570  55 53 54 20 6c 69 65 20  65 6e 74 69 72 65 6c 79  |UST lie entirely|
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00003620  2c 20 41 53 52 20 23 38  0d 12 0c 42 20 80 20 20  |, ASR #8...B .  |
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00003650  69 63 68 20 6f 66 20 34  20 73 70 72 69 74 65 20  |ich of 4 sprite |
00003660  61 6c 69 67 6e 6d 65 6e  74 73 0d 12 16 45 20 41  |alignments...E A|
00003670  44 44 20 20 20 20 20 20  33 2c 20 32 2c 20 32 2c  |DD      3, 2, 2,|
00003680  20 41 53 4c 20 23 31 20  20 20 20 20 3b 77 65 20  | ASL #1     ;we |
00003690  6e 65 65 64 20 76 69 61  20 28 78 41 4e 44 33 29  |need via (xAND3)|
000036a0  2a 31 32 2a 32 2a 39 20  2b 20 64 61 74 61 25 0d  |*12*2*9 + data%.|
000036b0  12 20 1d 20 41 44 44 20  20 20 20 20 20 33 2c 20  |. . ADD      3, |
000036c0  33 2c 20 33 2c 20 41 53  4c 20 23 33 0d 12 2a 3c  |3, 3, ASL #3..*<|
000036d0  20 42 49 43 20 20 20 20  20 20 30 2c 20 30 2c 20  | BIC      0, 0, |
000036e0  23 33 20 20 20 20 20 20  20 20 20 20 20 20 3b 72  |#3            ;r|
000036f0  6f 75 6e 64 20 78 20 64  6f 77 6e 20 74 6f 20 6d  |ound x down to m|
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00003710  20 20 20 20 20 20 31 2c  20 31 2c 20 31 2c 20 41  |      1, 1, 1, A|
00003720  53 4c 20 23 33 0d 12 3e  1a 20 4c 44 52 20 20 20  |SL #3..>. LDR   |
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00003740  12 48 22 20 41 44 44 20  20 20 20 20 20 32 2c 20  |.H" ADD      2, |
00003750  32 2c 20 31 2c 20 41 53  4c 20 23 6c 68 70 69 78  |2, 1, ASL #lhpix|
00003760  25 0d 12 52 45 20 41 44  44 20 20 20 20 20 20 30  |%..RE ADD      0|
00003770  2c 20 32 2c 20 30 20 20  20 20 20 20 20 20 20 20  |, 2, 0          |
00003780  20 20 20 3b 63 61 6c 63  20 28 62 61 63 6b 20 6d  |   ;calc (back m|
00003790  61 73 6b 20 70 74 72 20  2b 20 68 70 69 78 25 2a  |ask ptr + hpix%*|
000037a0  79 20 2b 20 78 29 0d 12  5c 17 20 4c 44 52 20 20  |y + x)..\. LDR  |
000037b0  20 20 20 20 31 2c 20 61  64 61 74 61 25 0d 12 66  |    1, adata%..f|
000037c0  1d 20 52 53 42 20 20 20  20 20 20 32 2c 20 35 2c  |. RSB      2, 5,|
000037d0  20 35 2c 20 41 53 4c 20  23 35 0d 12 70 1d 20 53  | 5, ASL #5..p. S|
000037e0  55 42 20 20 20 20 20 20  32 2c 20 32 2c 20 35 2c  |UB      2, 2, 5,|
000037f0  20 41 53 4c 20 23 32 0d  12 7a 42 20 41 44 44 20  | ASL #2..zB ADD |
00003800  20 20 20 20 20 31 2c 20  31 2c 20 32 2c 20 41 53  |     1, 1, 2, AS|
00003810  4c 20 23 35 20 20 20 20  20 3b 61 64 64 20 69 6e  |L #5     ;add in|
00003820  20 74 6f 20 64 61 74 61  20 70 74 72 20 38 36 34  | to data ptr 864|
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00003840  44 20 20 20 20 20 20 31  2c 20 31 2c 20 33 2c 20  |D      1, 1, 3, |
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00003880  19 20 41 44 44 20 20 20  20 20 20 31 2c 20 31 2c  |. ADD      1, 1,|
00003890  20 23 31 32 2a 39 0d 12  98 43 20 41 44 52 20 20  | #12*9...C ADR  |
000038a0  20 20 20 20 32 2c 20 63  6f 6c 6c 61 64 64 72 62  |    2, colladdrb|
000038b0  75 66 25 20 20 20 20 20  3b 73 74 6f 72 65 20 62  |uf%     ;store b|
000038c0  61 63 6b 20 61 6e 64 20  73 70 72 69 74 65 20 64  |ack and sprite d|
000038d0  61 74 61 20 61 64 64 72  73 0d 12 a2 44 20 53 54  |ata addrs...D ST|
000038e0  4d 49 41 20 20 20 20 32  2c 20 7b 30 2c 31 7d 20  |MIA    2, {0,1} |
000038f0  20 20 20 20 20 20 20 20  20 20 20 3b 63 6f 72 72  |           ;corr|
00003900  65 73 70 6f 6e 64 69 6e  67 20 74 6f 20 74 6f 70  |esponding to top|
00003910  20 6c 65 66 74 20 6f 66  20 62 61 6c 6c 0d 12 ac  | left of ball...|
00003920  13 20 4d 4f 56 20 20 20  20 20 20 32 2c 20 23 33  |. MOV      2, #3|
00003930  0d 12 b6 33 20 2e 63 6f  6c 6c 6c 6f 6f 70 31 25  |...3 .collloop1%|
00003940  20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |                |
00003950  20 20 3b 6e 6f 77 20 63  68 65 63 6b 20 73 70 72  |  ;now check spr|
00003960  69 74 65 0d 12 c0 44 20  a4 63 6f 6c 6c 66 72 61  |ite...D .collfra|
00003970  67 28 70 61 73 73 25 29  20 20 20 20 20 20 20 20  |g(pass%)        |
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00003990  6f 77 20 28 69 66 20 63  6f 6c 6c 20 42 20 67 6f  |ow (if coll B go|
000039a0  74 63 6f 6c 6c 25 29 0d  12 ca 42 20 41 44 44 20  |tcoll%)...B ADD |
000039b0  20 20 20 20 20 30 2c 20  30 2c 20 23 68 70 69 78  |     0, 0, #hpix|
000039c0  25 2d 31 32 20 20 20 20  20 3b 6d 6f 76 65 20 62  |%-12     ;move b|
000039d0  61 63 6b 20 70 74 72 20  74 6f 20 73 74 61 72 74  |ack ptr to start|
000039e0  20 6e 65 78 74 20 72 6f  77 0d 12 d4 15 20 a4 63  | next row.... .c|
000039f0  6f 6c 6c 66 72 61 67 28  70 61 73 73 25 29 0d 12  |ollfrag(pass%)..|
00003a00  de 1d 20 41 44 44 20 20  20 20 20 20 30 2c 20 30  |.. ADD      0, 0|
00003a10  2c 20 23 68 70 69 78 25  2d 31 32 0d 12 e8 2f 20  |, #hpix%-12.../ |
00003a20  a4 63 6f 6c 6c 66 72 61  67 28 70 61 73 73 25 29  |.collfrag(pass%)|
00003a30  20 20 20 20 20 20 20 20  20 20 20 20 3b 63 68 65  |            ;che|
00003a40  63 6b 20 33 72 64 20 72  6f 77 0d 12 f2 1d 20 41  |ck 3rd row.... A|
00003a50  44 44 20 20 20 20 20 20  30 2c 20 30 2c 20 23 68  |DD      0, 0, #h|
00003a60  70 69 78 25 2d 31 32 0d  12 fc 16 20 53 55 42 53  |pix%-12.... SUBS|
00003a70  20 20 20 20 20 32 2c 20  32 2c 20 23 31 0d 13 06  |     2, 2, #1...|
00003a80  44 20 42 4e 45 20 20 20  20 20 20 63 6f 6c 6c 6c  |D BNE      colll|
00003a90  6f 6f 70 31 25 20 20 20  20 20 20 3b 72 65 70 65  |oop1%      ;repe|
00003aa0  61 74 20 61 62 6f 76 65  20 33 20 74 69 6d 65 73  |at above 3 times|
00003ab0  20 74 6f 20 64 6f 20 61  6c 6c 20 39 20 72 6f 77  | to do all 9 row|
00003ac0  73 0d 13 10 1c 20 41 44  52 20 20 20 20 20 20 31  |s.... ADR      1|
00003ad0  31 2c 20 61 63 6f 6c 6c  72 65 67 73 25 0d 13 1a  |1, acollregs%...|
00003ae0  20 20 4c 44 4d 49 41 20  20 20 20 31 31 2c 20 7b  |  LDMIA    11, {|
00003af0  30 2d 35 2c 31 32 2c 31  33 2c 31 34 7d 0d 13 24  |0-5,12,13,14}..$|
00003b00  13 20 4d 4f 56 20 20 20  20 20 20 34 2c 20 23 30  |. MOV      4, #0|
00003b10  0d 13 2e 14 20 4d 4f 56  20 20 20 20 20 20 50 43  |.... MOV      PC|
00003b20  2c 20 31 34 0d 13 38 25  20 2e 63 6f 6c 6c 61 64  |, 14..8% .collad|
00003b30  64 72 62 75 66 25 20 20  20 20 20 20 45 51 55 44  |drbuf%      EQUD|
00003b40  20 30 3a 45 51 55 44 20  30 0d 13 42 0e 20 2e 67  | 0:EQUD 0..B. .g|
00003b50  6f 74 63 6f 6c 6c 25 0d  13 4c 1c 20 41 44 52 20  |otcoll%..L. ADR |
00003b60  20 20 20 20 20 31 31 2c  20 61 63 6f 6c 6c 72 65  |     11, acollre|
00003b70  67 73 25 0d 13 56 17 20  4c 44 4d 49 41 20 20 20  |gs%..V. LDMIA   |
00003b80  20 31 31 2c 20 7b 30 2d  33 7d 0d 13 60 43 20 53  | 11, {0-3}..`C S|
00003b90  55 42 20 20 20 20 20 20  30 2c 20 30 2c 20 32 20  |UB      0, 0, 2 |
00003ba0  20 20 20 20 20 20 20 20  20 20 20 20 3b 72 65 73  |            ;res|
00003bb0  65 74 20 70 6f 73 69 74  69 6f 6e 2c 20 6d 6f 76  |et position, mov|
00003bc0  69 6e 67 20 69 74 20 6f  75 74 20 6f 66 0d 13 6a  |ing it out of..j|
00003bd0  2c 20 53 55 42 20 20 20  20 20 20 31 2c 20 31 2c  |, SUB      1, 1,|
00003be0  20 33 20 20 20 20 20 20  20 20 20 20 20 20 20 3b  | 3             ;|
00003bf0  63 6f 6c 6c 69 73 69 6f  6e 0d 13 74 17 20 53 54  |collision..t. ST|
00003c00  4d 49 41 20 20 20 20 31  31 2c 20 7b 30 2c 31 7d  |MIA    11, {0,1}|
00003c10  0d 13 7e 39 20 4d 4f 56  20 20 20 20 20 20 36 2c  |..~9 MOV      6,|
00003c20  20 23 30 20 20 20 20 20  20 20 20 20 20 20 20 20  | #0             |
00003c30  20 20 3b 69 6e 20 6d 79  20 6c 69 6e 20 72 65 67  |  ;in my lin reg|
00003c40  20 6e 6f 74 65 73 2c 20  6e 0d 13 88 39 20 4d 4f  | notes, n...9 MO|
00003c50  56 20 20 20 20 20 20 37  2c 20 23 30 20 20 20 20  |V      7, #0    |
00003c60  20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |                |
00003c70  20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 3b  |               ;|
00003c80  20 75 0d 13 92 39 20 4d  4f 56 20 20 20 20 20 20  | u...9 MOV      |
00003c90  38 2c 20 23 30 20 20 20  20 20 20 20 20 20 20 20  |8, #0           |
00003ca0  20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |                |
00003cb0  20 20 20 20 20 20 20 20  3b 20 76 0d 13 9c 39 20  |        ; v...9 |
00003cc0  4d 4f 56 20 20 20 20 20  20 39 2c 20 23 30 20 20  |MOV      9, #0  |
00003cd0  20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |                |
*
00003cf0  20 3b 20 70 0d 13 a6 39  20 4d 4f 56 20 20 20 20  | ; p...9 MOV    |
00003d00  20 20 31 30 2c 20 23 30  20 20 20 20 20 20 20 20  |  10, #0        |
00003d10  20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |                |
00003d20  20 20 20 20 20 20 20 20  20 20 3b 20 71 0d 13 b0  |          ; q...|
00003d30  1d 20 41 44 52 20 20 20  20 20 20 32 2c 20 63 6f  |. ADR      2, co|
00003d40  6c 6c 61 64 64 72 62 75  66 25 0d 13 ba 43 20 4c  |lladdrbuf%...C L|
00003d50  44 4d 49 41 20 20 20 20  32 2c 20 7b 30 2c 31 7d  |DMIA    2, {0,1}|
00003d60  20 20 20 20 20 20 20 20  20 20 20 20 3b 72 65 63  |            ;rec|
00003d70  61 6c 6c 20 73 63 72 65  65 6e 2f 64 61 74 61 20  |all screen/data |
00003d80  61 64 64 72 73 20 66 6f  72 20 74 6f 70 0d 13 c4  |addrs for top...|
00003d90  31 20 4d 4f 56 20 20 20  20 20 20 33 2c 20 23 30  |1 MOV      3, #0|
00003da0  20 20 20 20 20 3b 72 6f  77 20 30 20 20 20 20 3b  |     ;row 0    ;|
00003db0  6c 65 66 74 20 6f 66 20  73 70 72 69 74 65 0d 13  |left of sprite..|
00003dc0  ce 10 20 2e 73 74 61 74  6c 6f 6f 70 31 25 0d 13  |.. .statloop1%..|
00003dd0  d8 1e 20 4d 4f 56 20 20  20 20 20 20 32 2c 20 23  |.. MOV      2, #|
00003de0  30 20 20 20 20 20 3b 63  6f 6c 20 30 0d 13 e2 10  |0     ;col 0....|
00003df0  20 2e 73 74 61 74 6c 6f  6f 70 32 25 0d 13 ec 46  | .statloop2%...F|
00003e00  20 4c 44 52 20 20 20 20  20 20 34 2c 20 5b 30 5d  | LDR      4, [0]|
00003e10  2c 20 23 34 20 20 20 20  20 20 20 20 20 20 3b 72  |, #4          ;r|
00003e20  65 73 63 61 6e 20 65 61  63 68 20 70 69 78 65 6c  |escan each pixel|
00003e30  20 69 6e 20 63 6f 6c 6c  69 73 69 6f 6e 20 61 72  | in collision ar|
00003e40  65 61 0d 13 f6 46 20 4c  44 52 20 20 20 20 20 20  |ea...F LDR      |
00003e50  35 2c 20 5b 31 5d 2c 20  23 34 20 20 20 20 20 20  |5, [1], #4      |
00003e60  20 20 20 20 3b 61 6e 64  20 66 6f 72 20 65 61 63  |    ;and for eac|
00003e70  68 20 63 6f 6c 6c 69 64  65 64 20 70 69 78 65 6c  |h collided pixel|
00003e80  20 61 64 64 20 69 74 73  0d 14 00 44 20 80 20 20  | add its...D .  |
00003e90  20 20 20 20 34 2c 20 34  2c 20 35 20 20 20 20 20  |    4, 4, 5     |
00003ea0  20 20 20 20 20 20 20 20  3b 63 6f 6f 72 64 73 20  |        ;coords |
00003eb0  28 72 65 6c 61 74 69 76  65 20 74 6f 20 74 6f 70  |(relative to top|
00003ec0  6c 65 66 74 20 73 70 72  69 74 65 29 0d 14 0a 40  |left sprite)...@|
00003ed0  20 a4 73 74 61 74 66 72  61 67 28 70 61 73 73 25  | .statfrag(pass%|
00003ee0  2c 20 32 35 35 29 20 20  20 20 20 20 20 3b 6f 6e  |, 255)       ;on|
00003ef0  74 6f 20 74 68 65 20 72  65 67 72 65 73 73 69 6f  |to the regressio|
00003f00  6e 20 73 74 61 74 69 73  74 69 63 73 0d 14 14 16  |n statistics....|
00003f10  20 41 44 44 20 20 20 20  20 20 32 2c 20 32 2c 20  | ADD      2, 2, |
00003f20  23 31 0d 14 1e 1d 20 a4  73 74 61 74 66 72 61 67  |#1.... .statfrag|
00003f30  28 70 61 73 73 25 2c 20  32 35 35 3c 3c 38 29 0d  |(pass%, 255<<8).|
00003f40  14 28 16 20 41 44 44 20  20 20 20 20 20 32 2c 20  |.(. ADD      2, |
00003f50  32 2c 20 23 31 0d 14 32  1e 20 a4 73 74 61 74 66  |2, #1..2. .statf|
00003f60  72 61 67 28 70 61 73 73  25 2c 20 32 35 35 3c 3c  |rag(pass%, 255<<|
00003f70  31 36 29 0d 14 3c 16 20  41 44 44 20 20 20 20 20  |16)..<. ADD     |
00003f80  20 32 2c 20 32 2c 20 23  31 0d 14 46 1e 20 a4 73  | 2, 2, #1..F. .s|
00003f90  74 61 74 66 72 61 67 28  70 61 73 73 25 2c 20 32  |tatfrag(pass%, 2|
00003fa0  35 35 3c 3c 32 34 29 0d  14 50 16 20 41 44 44 20  |55<<24)..P. ADD |
00003fb0  20 20 20 20 20 32 2c 20  32 2c 20 23 31 0d 14 5a  |     2, 2, #1..Z|
00003fc0  14 20 43 4d 50 20 20 20  20 20 20 32 2c 20 23 31  |. CMP      2, #1|
00003fd0  32 0d 14 64 18 20 42 4c  54 20 20 20 20 20 20 73  |2..d. BLT      s|
00003fe0  74 61 74 6c 6f 6f 70 32  25 0d 14 6e 1d 20 41 44  |tatloop2%..n. AD|
00003ff0  44 20 20 20 20 20 20 30  2c 20 30 2c 20 23 68 70  |D      0, 0, #hp|
00004000  69 78 25 2d 31 32 0d 14  78 16 20 41 44 44 20 20  |ix%-12..x. ADD  |
00004010  20 20 20 20 33 2c 20 33  2c 20 23 31 0d 14 82 13  |    3, 3, #1....|
00004020  20 43 4d 50 20 20 20 20  20 20 33 2c 20 23 39 0d  | CMP      3, #9.|
00004030  14 8c 3f 20 42 4c 54 20  20 20 20 20 20 73 74 61  |..? BLT      sta|
00004040  74 6c 6f 6f 70 31 25 20  20 20 20 20 20 20 20 20  |tloop1%         |
00004050  20 3b 77 68 65 6e 20 64  6f 6e 65 2c 20 6e 2c 20  | ;when done, n, |
00004060  75 20 26 20 76 20 63 6f  6d 70 75 74 65 64 0d 14  |u & v computed..|
00004070  96 15 20 4d 55 4c 20 20  20 20 20 20 39 2c 20 36  |.. MUL      9, 6|
00004080  2c 20 39 0d 14 a0 15 20  41 44 44 20 20 20 20 20  |, 9.... ADD     |
00004090  20 35 2c 20 37 2c 20 38  0d 14 aa 16 20 53 55 42  | 5, 7, 8.... SUB|
000040a0  20 20 20 20 20 20 31 34  2c 20 37 2c 20 38 0d 14  |      14, 7, 8..|
000040b0  b4 2d 20 4d 4c 41 20 20  20 20 20 20 39 2c 20 35  |.- MLA      9, 5|
000040c0  2c 20 31 34 2c 20 39 20  20 20 20 20 20 20 20 20  |, 14, 9         |
000040d0  3b 70 20 63 6f 6d 70 75  74 65 64 0d 14 be 17 20  |;p computed.... |
000040e0  4d 55 4c 20 20 20 20 20  20 31 30 2c 20 36 2c 20  |MUL      10, 6, |
000040f0  31 30 0d 14 c8 16 20 4d  55 4c 20 20 20 20 20 20  |10.... MUL      |
00004100  31 34 2c 20 37 2c 20 38  0d 14 d2 18 20 53 55 42  |14, 7, 8.... SUB|
00004110  20 20 20 20 20 20 31 30  2c 20 31 30 2c 20 31 34  |      10, 10, 14|
00004120  0d 14 dc 2d 20 41 44 44  20 20 20 20 20 20 31 30  |...- ADD      10|
00004130  2c 20 31 30 2c 20 31 30  20 20 20 20 20 20 20 20  |, 10, 10        |
00004140  20 20 3b 71 20 63 6f 6d  70 75 74 65 64 0d 14 e6  |  ;q computed...|
00004150  12 20 4d 4f 56 53 20 20  20 20 20 36 2c 20 39 0d  |. MOVS     6, 9.|
00004160  14 f0 2d 20 52 53 42 4d  49 20 20 20 20 36 2c 20  |..- RSBMI    6, |
00004170  36 2c 20 23 30 20 20 20  20 20 20 20 20 20 20 20  |6, #0           |
00004180  20 3b 61 70 20 3d 20 61  62 73 20 70 0d 14 fa 13  | ;ap = abs p....|
00004190  20 4d 4f 56 53 20 20 20  20 20 37 2c 20 31 30 0d  | MOVS     7, 10.|
000041a0  15 04 2d 20 52 53 42 4d  49 20 20 20 20 37 2c 20  |..- RSBMI    7, |
000041b0  37 2c 20 23 30 20 20 20  20 20 20 20 20 20 20 20  |7, #0           |
000041c0  20 3b 61 71 20 3d 20 61  62 73 20 71 0d 15 0e 12  | ;aq = abs q....|
000041d0  20 43 4d 50 20 20 20 20  20 20 36 2c 20 37 0d 15  | CMP      6, 7..|
000041e0  18 12 20 4d 4f 56 20 20  20 20 20 20 38 2c 20 36  |.. MOV      8, 6|
000041f0  0d 15 22 33 20 4d 4f 56  4c 54 20 20 20 20 38 2c  |.."3 MOVLT    8,|
00004200  20 37 20 20 20 20 20 20  20 20 20 20 20 20 20 20  | 7              |
00004210  20 20 3b 20 6d 20 3d 20  6d 61 78 20 7b 61 70 2c  |  ; m = max {ap,|
00004220  61 71 7d 0d 15 2c 3f 20  43 4d 50 20 20 20 20 20  |aq}..,? CMP     |
00004230  20 38 2c 20 23 30 20 20  20 20 20 20 20 20 20 20  | 8, #0          |
00004240  20 20 20 20 20 3b 69 66  20 68 61 76 65 20 64 65  |     ;if have de|
00004250  67 65 6e 65 72 61 74 65  20 63 6f 6c 6c 69 73 69  |generate collisi|
00004260  6f 6e 0d 15 36 45 20 42  45 51 20 20 20 20 20 20  |on..6E BEQ      |
00004270  70 61 74 63 68 31 25 20  20 20 20 20 20 20 20 20  |patch1%         |
00004280  20 20 20 20 3b 28 65 67  20 77 69 74 68 20 73 69  |    ;(eg with si|
00004290  6e 67 6c 65 20 70 69 78  65 6c 29 2c 20 63 61 6e  |ngle pixel), can|
000042a0  27 74 20 63 61 6c 63 0d  15 40 45 20 2e 73 74 61  |'t calc..@E .sta|
000042b0  74 6c 6f 6f 70 33 25 20  20 20 20 20 20 20 20 20  |tloop3%         |
000042c0  20 20 20 20 20 20 20 20  20 3b 61 20 6c 69 6e 65  |         ;a line|
000042d0  61 72 20 72 65 67 72 65  73 73 69 6f 6e 2c 20 73  |ar regression, s|
000042e0  6f 20 67 6f 20 70 61 74  63 68 31 25 0d 15 4a 44  |o go patch1%..JD|
000042f0  20 43 4d 50 20 20 20 20  20 20 38 2c 20 23 31 3c  | CMP      8, #1<|
00004300  3c 31 32 20 20 20 20 20  20 20 20 20 20 20 3b 77  |<12           ;w|
00004310  68 69 63 68 20 73 69 6d  70 6c 79 20 72 65 76 65  |hich simply reve|
00004320  72 73 65 73 20 76 65 6c  6f 63 69 74 69 65 73 21  |rses velocities!|
00004330  0d 15 54 1a 20 4d 4f 56  47 45 20 20 20 20 38 2c  |..T. MOVGE    8,|
00004340  20 38 2c 20 41 53 52 20  23 31 0d 15 5e 46 20 4d  | 8, ASR #1..^F M|
00004350  4f 56 47 45 20 20 20 20  36 2c 20 36 2c 20 41 53  |OVGE    6, 6, AS|
00004360  52 20 23 31 20 20 20 20  20 20 20 20 3b 70 72 6f  |R #1        ;pro|
00004370  70 6f 72 74 69 6f 6e 61  74 65 6c 79 20 72 65 64  |portionately red|
00004380  75 63 65 20 61 70 20 61  6e 64 20 61 71 20 69 6e  |uce ap and aq in|
00004390  0d 15 68 46 20 4d 4f 56  47 45 20 20 20 20 37 2c  |..hF MOVGE    7,|
000043a0  20 37 2c 20 41 53 52 20  23 31 20 20 20 20 20 20  | 7, ASR #1      |
000043b0  20 20 3b 6d 61 67 6e 69  74 75 64 65 2c 20 75 6e  |  ;magnitude, un|
000043c0  74 69 6c 20 69 6e 20 6e  65 63 65 73 73 61 72 79  |til in necessary|
000043d0  20 72 61 6e 67 65 0d 15  72 18 20 42 47 45 20 20  | range..r. BGE  |
000043e0  20 20 20 20 73 74 61 74  6c 6f 6f 70 33 25 0d 15  |    statloop3%..|
000043f0  7c 34 20 4d 55 4c 20 20  20 20 20 20 31 31 2c 20  ||4 MUL      11, |
00004400  36 2c 20 36 20 20 20 20  20 20 20 20 20 20 20 20  |6, 6            |
00004410  3b 61 70 5e 32 20 69 6e  20 6c 6f 77 20 72 61 6e  |;ap^2 in low ran|
00004420  67 65 0d 15 86 34 20 4d  55 4c 20 20 20 20 20 20  |ge...4 MUL      |
00004430  31 32 2c 20 37 2c 20 37  20 20 20 20 20 20 20 20  |12, 7, 7        |
00004440  20 20 20 20 3b 61 71 5e  32 20 69 6e 20 6c 6f 77  |    ;aq^2 in low|
00004450  20 72 61 6e 67 65 0d 15  90 34 20 41 44 44 20 20  | range...4 ADD  |
00004460  20 20 20 20 31 33 2c 20  31 31 2c 20 31 32 20 20  |    13, 11, 12  |
00004470  20 20 20 20 20 20 20 20  3b 64 69 76 69 73 6f 72  |        ;divisor|
00004480  20 61 70 5e 32 2b 61 71  5e 32 0d 15 9a 1b 20 4d  | ap^2+aq^2.... M|
00004490  4f 56 20 20 20 20 20 20  30 2c 20 31 31 2c 20 41  |OV      0, 11, A|
000044a0  53 4c 20 23 38 0d 15 a4  41 20 a4 64 69 76 28 70  |SL #8...A .div(p|
000044b0  61 73 73 25 2c 20 30 2c  20 31 33 2c 20 31 31 2c  |ass%, 0, 13, 11,|
000044c0  20 31 29 20 20 20 3b 74  20 20 69 6e 20 72 31 31  | 1)   ;t  in r11|
000044d0  20 3d 20 32 35 36 61 70  5e 32 2f 28 61 70 5e 32  | = 256ap^2/(ap^2|
000044e0  2b 61 71 5e 32 29 0d 15  ae 1b 20 4d 4f 56 20 20  |+aq^2).... MOV  |
000044f0  20 20 20 20 30 2c 20 31  32 2c 20 41 53 4c 20 23  |    0, 12, ASL #|
00004500  38 0d 15 b8 41 20 a4 64  69 76 28 70 61 73 73 25  |8...A .div(pass%|
00004510  2c 20 30 2c 20 31 33 2c  20 31 32 2c 20 31 29 20  |, 0, 13, 12, 1) |
00004520  20 20 3b 74 62 20 69 6e  20 72 31 32 20 3d 20 32  |  ;tb in r12 = 2|
00004530  35 36 61 71 5e 32 2f 28  61 70 5e 32 2b 61 71 5e  |56aq^2/(ap^2+aq^|
00004540  32 29 0d 15 c2 18 20 4c  44 52 20 20 20 20 20 20  |2).... LDR      |
00004550  31 33 2c 20 61 73 71 72  74 25 0d 15 cc 30 20 4c  |13, asqrt%...0 L|
00004560  44 52 20 20 20 20 20 20  37 2c 20 5b 31 33 2c 20  |DR      7, [13, |
00004570  31 31 2c 20 4c 53 4c 20  23 32 5d 20 3b 73 71 75  |11, LSL #2] ;squ|
00004580  61 72 65 20 72 6f 6f 74  20 74 0d 15 d6 3c 20 4c  |are root t...< L|
00004590  44 52 20 20 20 20 20 20  38 2c 20 5b 31 33 2c 20  |DR      8, [13, |
000045a0  31 32 2c 20 4c 53 4c 20  23 32 5d 20 3b 61 6e 64  |12, LSL #2] ;and|
000045b0  20 74 62 2c 20 76 69 61  20 6c 6f 6f 6b 2d 75 70  | tb, via look-up|
000045c0  2d 74 61 62 6c 65 0d 15  e0 13 20 43 4d 50 20 20  |-table.... CMP  |
000045d0  20 20 20 20 39 2c 20 23  30 0d 15 ea 31 20 52 53  |    9, #0...1 RS|
000045e0  42 4c 54 20 20 20 20 37  2c 20 37 2c 20 23 30 20  |BLT    7, 7, #0 |
000045f0  20 20 20 20 20 20 20 20  20 20 20 3b 66 69 6e 61  |           ;fina|
00004600  6c 20 74 20 20 69 6e 20  72 37 0d 15 f4 14 20 43  |l t  in r7.... C|
00004610  4d 50 20 20 20 20 20 20  31 30 2c 20 23 30 0d 15  |MP      10, #0..|
00004620  fe 31 20 52 53 42 50 4c  20 20 20 20 38 2c 20 38  |.1 RSBPL    8, 8|
00004630  2c 20 23 30 20 20 20 20  20 20 20 20 20 20 20 20  |, #0            |
00004640  3b 66 69 6e 61 6c 20 74  62 20 69 6e 20 72 38 0d  |;final tb in r8.|
00004650  16 08 1c 20 41 44 52 20  20 20 20 20 20 31 31 2c  |... ADR      11,|
00004660  20 61 63 6f 6c 6c 72 65  67 73 25 0d 16 12 20 20  | acollregs%...  |
00004670  4c 44 4d 49 41 20 20 20  20 31 31 2c 20 7b 30 2d  |LDMIA    11, {0-|
00004680  35 2c 31 32 2c 31 33 2c  31 34 7d 0d 16 1c 39 20  |5,12,13,14}...9 |
00004690  4d 55 4c 20 20 20 20 20  20 31 31 2c 20 37 2c 20  |MUL      11, 7, |
000046a0  32 20 20 20 20 20 20 20  20 20 20 20 20 3b 6e 6f  |2            ;no|
000046b0  77 20 6d 6f 64 69 66 79  20 76 65 6c 6f 63 69 74  |w modify velocit|
000046c0  79 20 62 79 0d 16 26 37  20 4d 4c 41 20 20 20 20  |y by..&7 MLA    |
000046d0  20 20 31 31 2c 20 38 2c  20 33 2c 20 31 31 20 20  |  11, 8, 3, 11  |
000046e0  20 20 20 20 20 20 3b 72  65 66 6c 65 63 74 69 6e  |      ;reflectin|
000046f0  67 20 69 74 20 69 6e 20  74 68 65 0d 16 30 3f 20  |g it in the..0? |
00004700  52 53 42 20 20 20 20 20  20 31 31 2c 20 31 31 2c  |RSB      11, 11,|
00004710  20 23 30 20 20 20 20 20  20 20 20 20 20 3b 6c 69  | #0          ;li|
00004720  6e 65 20 67 65 6e 65 72  61 74 65 64 20 62 79 20  |ne generated by |
00004730  74 68 65 20 6c 69 6e 65  61 72 0d 16 3a 39 20 4d  |the linear..:9 M|
00004740  55 4c 20 20 20 20 20 20  36 2c 20 37 2c 20 33 20  |UL      6, 7, 3 |
00004750  20 20 20 20 20 20 20 20  20 20 20 20 3b 72 65 67  |            ;reg|
00004760  72 65 73 73 69 6f 6e 20  63 61 6c 63 75 6c 61 74  |ression calculat|
00004770  69 6f 6e 0d 16 44 43 20  4d 55 4c 20 20 20 20 20  |ion..DC MUL     |
00004780  20 39 2c 20 38 2c 20 32  20 20 20 20 20 20 20 20  | 9, 8, 2        |
00004790  20 20 20 20 20 3b 28 77  68 69 63 68 20 77 65 20  |     ;(which we |
000047a0  75 73 65 20 74 6f 20 61  70 70 72 6f 78 69 6d 61  |use to approxima|
000047b0  74 65 20 74 68 65 0d 16  4e 45 20 53 55 42 20 20  |te the..NE SUB  |
000047c0  20 20 20 20 36 2c 20 36  2c 20 39 20 20 20 20 20  |    6, 6, 9     |
000047d0  20 20 20 20 20 20 20 20  3b 20 74 61 6e 67 65 6e  |        ; tangen|
000047e0  74 20 61 74 20 74 68 65  20 63 6f 6c 6c 69 73 69  |t at the collisi|
000047f0  6f 6e 20 73 75 72 66 61  63 65 29 0d 16 58 20 20  |on surface)..X  |
00004800  52 53 42 20 20 20 20 20  20 31 31 2c 20 31 31 2c  |RSB      11, 11,|
00004810  20 31 31 2c 20 41 53 4c  20 23 38 0d 16 62 45 20  | 11, ASL #8..bE |
00004820  52 53 42 20 20 20 20 20  20 36 2c 20 36 2c 20 36  |RSB      6, 6, 6|
00004830  2c 20 41 53 4c 20 23 38  20 20 20 20 20 3b 26 20  |, ASL #8     ;& |
00004840  74 68 65 6e 20 61 74 74  65 6e 75 61 74 65 20 62  |then attenuate b|
00004850  79 20 66 61 63 74 6f 72  20 32 35 35 2f 32 35 36  |y factor 255/256|
00004860  0d 16 6c 41 20 4d 4f 56  20 20 20 20 20 20 32 2c  |..lA MOV      2,|
00004870  20 31 31 2c 20 41 53 52  20 23 31 36 20 20 20 20  | 11, ASR #16    |
00004880  20 20 3b 28 73 69 6d 75  6c 61 74 65 20 65 6e 65  |  ;(simulate ene|
00004890  72 67 79 20 6c 6f 73 73  20 6f 6e 20 63 6f 6c 6c  |rgy loss on coll|
000048a0  29 0d 16 76 1b 20 4d 4f  56 20 20 20 20 20 20 33  |)..v. MOV      3|
000048b0  2c 20 36 2c 20 41 53 52  20 23 31 36 0d 16 80 44  |, 6, ASR #16...D|
000048c0  20 41 44 44 20 20 20 20  20 20 34 2c 20 34 2c 20  | ADD      4, 4, |
000048d0  23 31 20 20 20 20 20 20  20 20 20 20 20 20 3b 74  |#1            ;t|
000048e0  72 61 63 6b 20 68 6f 77  20 6d 61 6e 79 20 63 6f  |rack how many co|
000048f0  6e 73 65 63 75 74 69 76  65 20 66 72 61 6d 65 73  |nsecutive frames|
00004900  0d 16 8a 40 20 3a 20 20  20 20 20 20 20 20 20 20  |...@ :          |
00004910  20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |                |
00004920  20 20 3b 74 68 69 73 20  62 61 6c 6c 20 68 61 73  |  ;this ball has|
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00004940  0d 16 94 45 20 43 4d 50  20 20 20 20 20 20 34 2c  |...E CMP      4,|
00004950  23 32 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |#2              |
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000049c0  a8 32 20 2e 62 6f 64 67  65 31 25 20 20 20 20 20  |.2 .bodge1%     |
000049d0  20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |                |
000049e0  3b 62 6f 64 67 65 20 62  65 67 69 6e 20 2e 2e 2e  |;bodge begin ...|
000049f0  0d 16 b2 16 20 41 44 52  20 20 20 20 20 20 37 2c  |.... ADR      7,|
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00004a10  20 20 20 20 37 2c 20 7b  36 2c 20 31 31 7d 0d 16  |    7, {6, 11}..|
00004a20  c6 40 20 4d 4f 56 53 20  20 20 20 20 31 31 2c 20  |.@ MOVS     11, |
00004a30  31 31 2c 20 4c 53 52 20  23 31 20 20 20 20 20 20  |11, LSR #1      |
00004a40  3b 67 65 6e 65 72 61 74  65 20 72 61 6e 64 6f 6d  |;generate random|
00004a50  20 33 32 2d 62 69 74 20  6e 75 6d 62 65 72 0d 16  | 32-bit number..|
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00004a70  2c 20 52 52 58 0d 16 da  18 20 41 44 43 20 20 20  |, RRX.... ADC   |
00004a80  20 20 20 31 31 2c 20 31  31 2c 20 31 31 0d 16 e4  |   11, 11, 11...|
00004a90  1c 20 82 20 20 20 20 20  20 38 2c 20 38 2c 20 36  |. .      8, 8, 6|
00004aa0  2c 20 4c 53 4c 20 23 31  32 0d 16 ee 1c 20 82 20  |, LSL #12.... . |
00004ab0  20 20 20 20 20 36 2c 20  38 2c 20 38 2c 20 4c 53  |     6, 8, 8, LS|
00004ac0  52 20 23 32 30 0d 16 f8  18 20 53 54 4d 49 41 20  |R #20.... STMIA |
00004ad0  20 20 20 37 2c 20 7b 36  2c 20 31 31 7d 0d 17 02  |   7, {6, 11}...|
00004ae0  37 20 4c 44 52 20 20 20  20 20 20 37 2c 20 61 73  |7 LDR      7, as|
00004af0  69 6e 63 6f 73 25 20 20  20 20 20 20 20 20 20 3b  |incos%         ;|
00004b00  77 68 65 6e 20 62 61 6c  6c 73 20 67 65 74 20 73  |when balls get s|
00004b10  74 75 63 6b 0d 17 0c 40  20 80 20 20 20 20 20 20  |tuck...@ .      |
00004b20  36 2c 20 36 2c 20 23 32  35 35 20 20 20 20 20 20  |6, 6, #255      |
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00004b60  20 20 37 2c 20 37 2c 20  36 2c 20 41 53 4c 20 23  |  7, 7, 6, ASL #|
00004b70  33 20 20 20 20 20 3b 72  65 66 6c 65 63 74 69 6f  |3     ;reflectio|
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00004b90  74 79 20 6f 72 0d 17 20  3e 20 4c 44 4d 49 41 20  |ty or.. > LDMIA |
00004ba0  20 20 20 37 2c 20 7b 36  2c 20 31 31 7d 20 20 20  |   7, {6, 11}   |
00004bb0  20 20 20 20 20 20 20 3b  6a 61 67 67 65 64 20 6f  |       ;jagged o|
00004bc0  76 65 72 6c 61 70 20 70  72 6f 62 6c 65 6d 73 20  |verlap problems |
00004bd0  2e 2e 2e 0d 17 2a 15 20  4d 55 4c 20 20 20 20 20  |.....*. MUL     |
00004be0  20 37 2c 20 32 2c 20 36  0d 17 34 43 20 4d 4c 41  | 7, 2, 6..4C MLA|
00004bf0  20 20 20 20 20 20 37 2c  20 33 2c 20 31 31 2c 20  |      7, 3, 11, |
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00004c60  20 65 76 65 6e 74 75 61  6c 6c 79 0d 17 48 41 20  | eventually..HA |
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00004cb0  20 53 55 42 20 20 20 20  20 20 38 2c 20 38 2c 20  | SUB      8, 8, |
00004cc0  39 20 20 20 20 20 20 20  20 20 20 20 20 20 3b 65  |9             ;e|
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00004d00  32 2c 20 37 2c 20 41 53  52 20 23 38 0d 17 66 30  |2, 7, ASR #8..f0|
00004d10  20 4d 4f 56 20 20 20 20  20 20 33 2c 20 38 2c 20  | MOV      3, 8, |
00004d20  41 53 52 20 23 38 20 20  20 20 20 20 20 20 3b 2e  |ASR #8        ;.|
00004d30  2e 2e 20 62 6f 64 67 65  20 65 6e 64 0d 17 70 14  |.. bodge end..p.|
00004d40  20 43 4d 50 20 20 20 20  20 20 34 2c 20 23 31 36  | CMP      4, #16|
00004d50  0d 17 7a 19 20 42 4c 54  20 20 20 20 20 20 6d 6f  |..z. BLT      mo|
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00004d90  25 20 20 20 20 20 20 20  20 20 20 45 51 55 44 20  |%          EQUD |
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00004e40  72 65 73 73 69 6f 6e 20  65 78 69 73 74 73 0d 17  |ression exists..|
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00004ed0  20 33 2c 20 33 2c 20 41  53 4c 20 23 38 20 20 20  | 3, 3, ASL #8   |
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00004f10  20 41 53 52 20 23 38 0d  17 e8 46 20 4d 4f 56 20  | ASR #8...F MOV |
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00004f30  38 20 20 20 20 20 20 20  20 3b 6e 62 20 61 6c 73  |8        ;nb als|
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00004f50  61 63 74 6f 72 20 32 35  35 2f 32 35 36 0d 17 f2  |actor 255/256...|
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00004f70  20 23 31 20 20 20 20 20  20 20 20 20 20 20 20 3b  | #1            ;|
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00004fa0  fc 12 20 43 4d 50 20 20  20 20 20 20 34 2c 23 32  |.. CMP      4,#2|
00004fb0  0d 18 06 19 20 42 4c 54  20 20 20 20 20 20 6d 6f  |.... BLT      mo|
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00005020  20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |                |
00005030  20 3b 66 72 61 6d 65 73  20 67 6f 20 61 6e 64 20  | ;frames go and |
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00005130  20 61 73 70 63 6c 73 25  20 20 20 20 20 20 20 20  | aspcls%        |
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00005160  0d 18 60 18 20 4c 44 52  20 20 20 20 20 20 30 2c  |..`. LDR      0,|
00005170  20 61 73 63 72 73 74 25  0d 18 6a 1b 20 4c 44 52  | ascrst%..j. LDR|
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000051a0  20 32 2c 20 23 32 30 30  0d 18 7e 0e 20 2e 63 6c  | 2, #200..~. .cl|
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000051c0  20 20 20 20 31 21 2c 20  7b 33 2d 31 34 7d 0d 18  |    1!, {3-14}..|
000051d0  92 18 20 53 54 4d 49 41  20 20 20 20 30 21 2c 20  |.. STMIA    0!, |
000051e0  7b 33 2d 31 34 7d 0d 18  9c 18 20 4c 44 4d 49 41  |{3-14}.... LDMIA|
000051f0  20 20 20 20 31 21 2c 20  7b 33 2d 31 34 7d 0d 18  |    1!, {3-14}..|
00005200  a6 18 20 53 54 4d 49 41  20 20 20 20 30 21 2c 20  |.. STMIA    0!, |
00005210  7b 33 2d 31 34 7d 0d 18  b0 18 20 4c 44 4d 49 41  |{3-14}.... LDMIA|
00005220  20 20 20 20 31 21 2c 20  7b 33 2d 31 34 7d 0d 18  |    1!, {3-14}..|
00005230  ba 18 20 53 54 4d 49 41  20 20 20 20 30 21 2c 20  |.. STMIA    0!, |
00005240  7b 33 2d 31 34 7d 0d 18  c4 18 20 4c 44 4d 49 41  |{3-14}.... LDMIA|
00005250  20 20 20 20 31 21 2c 20  7b 33 2d 31 34 7d 0d 18  |    1!, {3-14}..|
00005260  ce 18 20 53 54 4d 49 41  20 20 20 20 30 21 2c 20  |.. STMIA    0!, |
00005270  7b 33 2d 31 34 7d 0d 18  d8 18 20 4c 44 4d 49 41  |{3-14}.... LDMIA|
00005280  20 20 20 20 31 21 2c 20  7b 33 2d 31 34 7d 0d 18  |    1!, {3-14}..|
00005290  e2 18 20 53 54 4d 49 41  20 20 20 20 30 21 2c 20  |.. STMIA    0!, |
000052a0  7b 33 2d 31 34 7d 0d 18  ec 18 20 4c 44 4d 49 41  |{3-14}.... LDMIA|
000052b0  20 20 20 20 31 21 2c 20  7b 33 2d 31 34 7d 0d 18  |    1!, {3-14}..|
000052c0  f6 18 20 53 54 4d 49 41  20 20 20 20 30 21 2c 20  |.. STMIA    0!, |
000052d0  7b 33 2d 31 34 7d 0d 19  00 06 20 5d 0d 19 0a 0d  |{3-14}.... ]....|
000052e0  20 e7 20 56 47 41 25 20  8c 0d 19 14 0f 20 5b 4f  | . VGA% ..... [O|
000052f0  50 54 20 70 61 73 73 25  0d 19 1e 20 20 41 44 44  |PT pass%...  ADD|
00005300  20 20 20 20 20 20 30 2c  20 30 2c 20 23 68 61 64  |      0, 0, #had|
00005310  64 25 2d 68 70 69 78 25  0d 19 28 06 20 5d 0d 19  |d%-hpix%..(. ]..|
00005320  32 06 20 cd 0d 19 3c 0f  20 5b 4f 50 54 20 70 61  |2. ...<. [OPT pa|
00005330  73 73 25 0d 19 46 16 20  53 55 42 53 20 20 20 20  |ss%..F. SUBS    |
00005340  20 32 2c 20 32 2c 20 23  31 0d 19 50 16 20 42 4e  | 2, 2, #1..P. BN|
00005350  45 20 20 20 20 20 20 63  6c 73 6c 6f 6f 70 25 0d  |E      clsloop%.|
00005360  19 5a 19 20 4c 44 52 20  20 20 20 20 20 31 33 2c  |.Z. LDR      13,|
00005370  20 61 73 70 63 6c 73 25  0d 19 64 19 20 4c 44 52  | aspcls%..d. LDR|
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000053e0  73 29 0d 19 a0 2d 5b 4f  50 54 20 70 61 73 73 25  |s)...-[OPT pass%|
000053f0  20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 3a  |               :|
00005400  f4 20 6f 66 20 6f 75 72  20 73 70 72 69 74 65 0d  |. of our sprite.|
00005410  19 aa 45 4c 44 4d 49 41  20 20 20 20 30 2c 20 7b  |..ELDMIA    0, {|
00005420  34 2d 36 7d 20 20 20 20  20 20 20 20 20 20 20 20  |4-6}            |
00005430  20 3b 72 65 61 64 20 33  20 77 6f 72 64 73 20 6f  | ;read 3 words o|
00005440  66 20 73 63 72 65 65 6e  20 28 31 32 20 70 69 78  |f screen (12 pix|
00005450  65 6c 73 29 0d 19 b4 38  4c 44 4d 49 41 20 20 20  |els)...8LDMIA   |
00005460  20 31 21 2c 20 7b 37 2d  39 7d 20 20 20 20 20 20  | 1!, {7-9}      |
00005470  20 20 20 20 20 20 3b 72  65 61 64 20 31 32 20 73  |      ;read 12 s|
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00005490  4c 44 4d 49 41 20 20 20  20 33 21 2c 20 7b 31 30  |LDMIA    3!, {10|
000054a0  2d 31 32 7d 20 20 20 20  20 20 20 20 20 20 3b 26  |-12}          ;&|
000054b0  20 31 32 20 6d 61 73 6b  73 0d 19 c8 40 42 49 43  | 12 masks...@BIC|
000054c0  20 20 20 20 20 20 34 2c  20 34 2c 20 31 30 20 20  |      4, 4, 10  |
000054d0  20 20 20 20 20 20 20 20  20 20 20 3b 61 70 70 6c  |           ;appl|
000054e0  79 20 6d 61 73 6b 20 74  6f 20 73 63 72 65 65 6e  |y mask to screen|
000054f0  2c 20 7a 65 72 6f 69 6e  67 0d 19 d2 3f 42 49 43  |, zeroing...?BIC|
00005500  20 20 20 20 20 20 35 2c  20 35 2c 20 31 31 20 20  |      5, 5, 11  |
00005510  20 20 20 20 20 20 20 20  20 20 20 3b 20 74 68 6f  |           ; tho|
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00005530  6c 6c 20 77 72 69 74 65  0d 19 dc 3c 42 49 43 20  |ll write...<BIC |
00005540  20 20 20 20 20 36 2c 20  36 2c 20 31 32 20 20 20  |     6, 6, 12   |
00005550  20 20 20 20 20 20 20 20  20 20 3b 20 73 70 72 69  |          ; spri|
00005560  74 65 20 69 6d 61 67 65  20 69 6e 20 61 20 6d 6f  |te image in a mo|
00005570  6d 65 6e 74 0d 19 e6 3b  84 52 20 20 20 20 20 20  |ment...;.R      |
00005580  34 2c 20 34 2c 20 37 20  20 20 20 20 20 20 20 20  |4, 4, 7         |
00005590  20 20 20 20 20 3b 77 72  69 74 65 20 69 6e 20 74  |     ;write in t|
000055a0  68 65 20 73 70 72 69 74  65 20 69 6d 61 67 65 0d  |he sprite image.|
000055b0  19 f0 13 84 52 20 20 20  20 20 20 35 2c 20 35 2c  |....R      5, 5,|
000055c0  20 38 0d 19 fa 13 84 52  20 20 20 20 20 20 36 2c  | 8.....R      6,|
000055d0  20 36 2c 20 39 0d 1a 04  42 53 54 4d 49 41 20 20  | 6, 9...BSTMIA  |
000055e0  20 20 30 21 2c 20 7b 34  2d 36 7d 20 20 20 20 20  |  0!, {4-6}     |
000055f0  20 20 20 20 20 20 20 3b  72 65 73 74 6f 72 65 20  |       ;restore |
00005600  74 68 65 20 64 61 74 61  20 62 61 63 6b 20 74 6f  |the data back to|
00005610  20 73 63 72 65 65 6e 0d  1a 0e 05 5d 0d 1a 18 0a  | screen....]....|
00005620  3d 70 61 73 73 25 0d 1a  22 05 3a 0d 1a 2c 36 dd  |=pass%..".:..,6.|
00005630  20 a4 63 6f 6c 6c 66 72  61 67 28 70 61 73 73 25  | .collfrag(pass%|
00005640  29 20 20 20 20 3a f4 20  6d 61 63 72 6f 20 74 6f  |)    :. macro to|
00005650  20 63 6f 6c 6c 20 63 68  65 63 6b 20 61 20 72 6f  | coll check a ro|
00005660  77 0d 1a 36 39 5b 4f 50  54 20 70 61 73 73 25 20  |w..69[OPT pass% |
00005670  20 20 20 20 20 20 20 20  20 20 20 20 20 20 3a f4  |              :.|
00005680  20 28 31 32 20 70 69 78  65 6c 73 29 20 6f 66 20  | (12 pixels) of |
00005690  6f 75 72 20 73 70 72 69  74 65 0d 1a 40 45 4c 44  |our sprite..@ELD|
000056a0  4d 49 41 20 20 20 20 30  21 2c 20 7b 33 2d 35 7d  |MIA    0!, {3-5}|
000056b0  20 20 20 20 20 20 20 20  20 20 20 20 3b 72 65 61  |            ;rea|
000056c0  64 20 33 20 77 6f 72 64  73 20 6f 66 20 73 63 72  |d 3 words of scr|
000056d0  65 65 6e 20 28 31 32 20  70 69 78 65 6c 73 29 0d  |een (12 pixels).|
000056e0  1a 4a 3d 4c 44 4d 49 41  20 20 20 20 31 21 2c 20  |.J=LDMIA    1!, |
000056f0  7b 38 2d 31 30 7d 20 20  20 20 20 20 20 20 20 20  |{8-10}          |
00005700  20 3b 72 65 61 64 20 31  32 20 73 70 72 69 74 65  | ;read 12 sprite|
00005710  20 70 69 78 65 6c 20 6d  61 73 6b 73 0d 1a 54 11  | pixel masks..T.|
00005720  54 53 54 20 20 20 20 20  20 33 2c 20 38 0d 1a 5e  |TST      3, 8..^|
00005730  11 54 53 54 45 51 20 20  20 20 34 2c 20 39 0d 1a  |.TSTEQ    4, 9..|
00005740  68 12 54 53 54 45 51 20  20 20 20 35 2c 20 31 30  |h.TSTEQ    5, 10|
00005750  0d 1a 72 44 42 4e 45 20  20 20 20 20 20 67 6f 74  |..rDBNE      got|
00005760  63 6f 6c 6c 25 20 20 20  20 20 20 20 20 20 20 20  |coll%           |
00005770  20 20 3b 62 72 61 6e 63  68 20 74 6f 20 67 6f 74  |  ;branch to got|
00005780  63 6f 6c 6c 25 20 69 66  20 61 6e 79 20 6f 76 65  |coll% if any ove|
00005790  72 6c 61 70 0d 1a 7c 44  5d 20 20 20 20 20 20 20  |rlap..|D]       |
000057a0  20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |                |
000057b0  20 3a f4 20 20 65 6c 73  65 20 63 6f 6e 74 69 6e  | :.  else contin|
000057c0  75 65 20 77 69 74 68 20  63 6f 64 65 20 61 66 74  |ue with code aft|
000057d0  65 72 20 6d 61 63 72 6f  0d 1a 86 0a 3d 70 61 73  |er macro....=pas|
000057e0  73 25 0d 1a 90 05 3a 0d  1a 9a 3d dd 20 a4 73 74  |s%....:...=. .st|
000057f0  61 74 66 72 61 67 28 70  61 73 73 25 2c 20 6d 25  |atfrag(pass%, m%|
00005800  29 3a f4 20 6d 61 63 72  6f 20 74 6f 20 61 64 64  |):. macro to add|
00005810  20 69 6e 20 72 65 67 72  65 73 73 69 6f 6e 20 73  | in regression s|
00005820  74 61 74 73 0d 1a a4 40  5b 4f 50 54 20 70 61 73  |tats...@[OPT pas|
00005830  73 25 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |s%              |
00005840  20 3a f4 20 66 6f 72 20  6f 6e 65 20 70 69 78 65  | :. for one pixe|
00005850  6c 20 28 63 6f 6f 72 64  73 20 75 28 69 29 2c 76  |l (coords u(i),v|
00005860  28 69 29 29 0d 1a ae 14  54 53 54 20 20 20 20 20  |(i))....TST     |
00005870  20 20 34 2c 20 23 6d 25  0d 1a b8 14 42 45 51 20  |  4, #m%....BEQ |
00005880  20 20 20 20 20 20 50 25  2b 38 2a 34 0d 1a c2 2d  |      P%+8*4...-|
00005890  41 44 44 4e 45 20 20 20  20 20 36 2c 20 36 2c 20  |ADDNE     6, 6, |
000058a0  23 31 20 20 20 20 20 20  20 20 20 20 20 20 3b 20  |#1            ; |
000058b0  6e 20 3d 20 6e 20 2b 20  31 0d 1a cc 30 41 44 44  |n = n + 1...0ADD|
000058c0  4e 45 20 20 20 20 20 37  2c 20 37 2c 20 32 20 20  |NE     7, 7, 2  |
000058d0  20 20 20 20 20 20 20 20  20 20 20 3b 20 75 20 3d  |           ; u =|
000058e0  20 75 20 2b 20 75 28 69  29 0d 1a d6 30 41 44 44  | u + u(i)...0ADD|
000058f0  4e 45 20 20 20 20 20 38  2c 20 38 2c 20 33 20 20  |NE     8, 8, 3  |
00005900  20 20 20 20 20 20 20 20  20 20 20 3b 20 76 20 3d  |           ; v =|
00005910  20 76 20 2b 20 76 28 69  29 0d 1a e0 15 41 44 44  | v + v(i)....ADD|
00005920  4e 45 20 20 20 20 20 35  2c 20 32 2c 20 33 0d 1a  |NE     5, 2, 3..|
00005930  ea 16 53 55 42 4e 45 20  20 20 20 20 31 34 2c 20  |..SUBNE     14, |
00005940  33 2c 20 32 0d 1a f4 39  4d 4c 41 4e 45 20 20 20  |3, 2...9MLANE   |
00005950  20 20 39 2c 20 35 2c 20  31 34 2c 20 39 20 20 20  |  9, 5, 14, 9   |
00005960  20 20 20 20 20 20 3b 20  70 20 3d 20 70 20 2b 20  |      ; p = p + |
00005970  76 28 69 29 5e 32 2d 75  28 69 29 5e 32 0d 1a fe  |v(i)^2-u(i)^2...|
00005980  35 4d 4c 41 4e 45 20 20  20 20 20 31 30 2c 20 32  |5MLANE     10, 2|
00005990  2c 20 33 2c 20 31 30 20  20 20 20 20 20 20 20 3b  |, 3, 10        ;|
000059a0  20 71 20 3d 20 71 20 2b  20 75 28 69 29 2a 76 28  | q = q + u(i)*v(|
000059b0  69 29 0d 1b 08 05 5d 0d  1b 12 0a 3d 70 61 73 73  |i)....]....=pass|
000059c0  25 0d 1b 1c 05 3a 0d 1b  26 21 dd 20 a4 64 69 76  |%....:..&!. .div|
000059d0  28 70 61 73 73 25 2c 20  72 61 2c 20 72 62 2c 20  |(pass%, ra, rb, |
000059e0  72 63 2c 20 72 64 29 0d  1b 30 2b f4 20 6d 61 63  |rc, rd)..0+. mac|
000059f0  72 6f 20 74 6f 20 73 65  74 20 72 63 3d 72 61 44  |ro to set rc=raD|
00005a00  49 56 72 62 2c 20 72 61  3e 3d 30 2c 20 72 62 3e  |IVrb, ra>=0, rb>|
00005a10  3d 30 0d 1b 3a 0e 5b 4f  50 54 20 70 61 73 73 25  |=0..:.[OPT pass%|
00005a20  0d 1b 44 14 4d 4f 56 20  20 20 20 20 20 20 72 64  |..D.MOV       rd|
00005a30  2c 20 72 62 0d 1b 4e 1c  43 4d 50 20 20 20 20 20  |, rb..N.CMP     |
00005a40  20 20 72 64 2c 20 72 61  2c 20 4c 53 52 20 23 31  |  rd, ra, LSR #1|
00005a50  0d 1b 58 1c 4d 4f 56 4c  53 20 20 20 20 20 72 64  |..X.MOVLS     rd|
00005a60  2c 20 72 64 2c 20 4c 53  4c 20 23 31 0d 1b 62 1c  |, rd, LSL #1..b.|
00005a70  43 4d 50 20 20 20 20 20  20 20 72 64 2c 20 72 61  |CMP       rd, ra|
00005a80  2c 20 4c 53 52 20 23 31  0d 1b 6c 14 42 4c 53 20  |, LSR #1..l.BLS |
00005a90  20 20 20 20 20 20 50 25  2d 32 2a 34 0d 1b 76 14  |      P%-2*4..v.|
00005aa0  4d 4f 56 20 20 20 20 20  20 20 72 63 2c 20 23 30  |MOV       rc, #0|
00005ab0  0d 1b 80 14 43 4d 50 20  20 20 20 20 20 20 72 61  |....CMP       ra|
00005ac0  2c 20 72 64 0d 1b 8a 18  53 55 42 43 53 20 20 20  |, rd....SUBCS   |
00005ad0  20 20 72 61 2c 20 72 61  2c 20 72 64 0d 1b 94 18  |  ra, ra, rd....|
00005ae0  41 44 43 20 20 20 20 20  20 20 72 63 2c 20 72 63  |ADC       rc, rc|
00005af0  2c 20 72 63 0d 1b 9e 1c  4d 4f 56 20 20 20 20 20  |, rc....MOV     |
00005b00  20 20 72 64 2c 20 72 64  2c 20 4c 53 52 20 23 31  |  rd, rd, LSR #1|
00005b10  0d 1b a8 14 43 4d 50 20  20 20 20 20 20 20 72 64  |....CMP       rd|
00005b20  2c 20 72 62 0d 1b b2 14  42 48 53 20 20 20 20 20  |, rb....BHS     |
00005b30  20 20 50 25 2d 35 2a 34  0d 1b bc 05 5d 0d 1b c6  |  P%-5*4....]...|
00005b40  0a 3d 70 61 73 73 25 0d  1b d0 05 3a 0d 1b da 1f  |.=pass%....:....|
00005b50  dd 20 a4 64 69 76 31 36  28 70 61 73 73 25 2c 20  |. .div16(pass%, |
00005b60  72 61 2c 20 72 62 2c 20  72 71 29 0d 1b e4 33 f4  |ra, rb, rq)...3.|
00005b70  20 6d 61 63 72 6f 20 74  6f 20 73 65 74 20 72 61  | macro to set ra|
00005b80  3d 36 35 35 33 36 72 61  44 49 56 72 62 2c 20 77  |=65536raDIVrb, w|
00005b90  68 65 72 65 20 30 3c 3d  72 61 3c 3d 72 62 0d 1b  |here 0<=ra<=rb..|
00005ba0  ee 08 ea 20 69 25 0d 1b  f8 0e 5b 4f 50 54 20 70  |... i%....[OPT p|
00005bb0  61 73 73 25 0d 1c 02 14  43 4d 50 20 20 20 20 20  |ass%....CMP     |
00005bc0  20 20 72 61 2c 20 72 62  0d 1c 0c 15 ec 51 20 20  |  ra, rb.....Q  |
00005bd0  20 20 20 72 61 2c 20 23  31 3c 3c 31 36 0d 1c 16  |   ra, #1<<16...|
00005be0  1b 42 45 51 20 20 20 20  20 20 20 50 25 2b 28 33  |.BEQ       P%+(3|
00005bf0  2a 31 36 2b 33 29 2a 34  0d 1c 20 14 4d 4f 56 20  |*16+3)*4.. .MOV |
00005c00  20 20 20 20 20 20 72 71  2c 20 23 30 0d 1c 2a 05  |      rq, #0..*.|
00005c10  5d 0d 1c 34 0f e3 20 69  25 3d 31 20 b8 20 31 36  |]..4.. i%=1 . 16|
00005c20  0d 1c 3e 0e 5b 4f 50 54  20 70 61 73 73 25 0d 1c  |..>.[OPT pass%..|
00005c30  48 20 52 53 42 53 20 20  20 20 20 20 72 61 2c 20  |H RSBS      ra, |
00005c40  72 62 2c 20 72 61 2c 20  4c 53 4c 20 23 31 0d 1c  |rb, ra, LSL #1..|
00005c50  52 18 41 44 44 4c 4f 20  20 20 20 20 72 61 2c 20  |R.ADDLO     ra, |
00005c60  72 61 2c 20 72 62 0d 1c  5c 18 41 44 43 20 20 20  |ra, rb..\.ADC   |
00005c70  20 20 20 20 72 71 2c 20  72 71 2c 20 72 71 0d 1c  |    rq, rq, rq..|
00005c80  66 05 5d 0d 1c 70 05 ed  0d 1c 7a 0e 5b 4f 50 54  |f.]..p....z.[OPT|
00005c90  20 70 61 73 73 25 0d 1c  84 14 4d 4f 56 20 20 20  | pass%....MOV   |
00005ca0  20 20 20 20 72 61 2c 20  72 71 0d 1c 8e 05 5d 0d  |    ra, rq....].|
00005cb0  1c 98 0a 3d 70 61 73 73  25 0d 1c a2 05 3a 0d 1c  |...=pass%....:..|
00005cc0  ac 1a dd 20 a4 61 64 72  6c 28 70 61 73 73 25 2c  |... .adrl(pass%,|
00005cd0  20 72 25 2c 20 6c 25 29  0d 1c b6 08 ea 20 6f 25  | r%, l%)..... o%|
00005ce0  0d 1c c0 0e 6f 25 3d 6c  25 2d 50 25 2d 38 0d 1c  |....o%=l%-P%-8..|
00005cf0  ca 0d e7 20 6f 25 3e 3d  30 20 8c 0d 1c d4 0e 5b  |... o%>=0 .....[|
00005d00  4f 50 54 20 70 61 73 73  25 0d 1c de 17 41 44 44  |OPT pass%....ADD|
00005d10  20 72 25 2c 20 50 43 2c  20 23 6f 25 80 26 66 66  | r%, PC, #o%.&ff|
00005d20  0d 1c e8 1d 41 44 44 20  72 25 2c 20 72 25 2c 20  |....ADD r%, r%, |
00005d30  23 6f 25 80 26 66 66 66  66 66 66 30 30 0d 1c f2  |#o%.&ffffff00...|
00005d40  05 5d 0d 1c fc 05 cc 0d  1d 06 0e 5b 4f 50 54 20  |.].........[OPT |
00005d50  70 61 73 73 25 0d 1d 10  1a 53 55 42 20 72 25 2c  |pass%....SUB r%,|
00005d60  20 50 43 2c 20 23 28 2d  6f 25 29 80 26 66 66 0d  | PC, #(-o%).&ff.|
00005d70  1d 1a 20 53 55 42 20 72  25 2c 20 72 25 2c 20 23  |.. SUB r%, r%, #|
00005d80  28 2d 6f 25 29 80 26 66  66 66 66 66 66 30 30 0d  |(-o%).&ffffff00.|
00005d90  1d 24 05 5d 0d 1d 2e 05  cd 0d 1d 38 0a 3d 70 61  |.$.].......8.=pa|
00005da0  73 73 25 0d ff                                    |ss%..|
00005da5