Home » Archimedes archive » Micro User » MU 1991-11.adf » PD-stuff » !Bomber/!RunImage
!Bomber/!RunImage
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 » Micro User » MU 1991-11.adf » PD-stuff |
Filename: | !Bomber/!RunImage |
Read OK: | ✔ |
File size: | 2258 bytes |
Load address: | 0000 |
Exec address: | 0000 |
File contents
10*Screenload<Obey$Dir>.LANCASTER 20 30OFF 35G=GET 36CLS 40REM ******************************************************* 50REM * LEN 1990 Philip Hawthorne/Alpine Software * 60REM * For use only with Creator-designed games * 70REM ******************************************************* 80 90ON ERROR MODE12:IF ERR<>17 PRINT"Creator run-time error: ";:REPORT:PRINT" (Error code: ";ERR;"/";ERL;")":END ELSE END 100 110MODE 15:MODE12:OFF 120 130PROCinit :REM Basic setting up 140data_size = 128*1024 :REM Allow 128 Kbytes for the game data 150DIM object_space data_size 160 170DIM filename 255 180REM Set up the starfield data block 190DIM starsX num_stars*4,starsY num_stars,starsV num_stars 200 210FOR I%=0 TO num_stars-1 220N%=4*I% 230starsX!N% = RND(319) 240NEXT 250FOR I%=0 TO num_stars-1 260starsY?I% = RND(254) 270starsV?I% = RND(4) 280NEXT 290 300 REM Find size of Alphabet file 310 320 SYS "OS_File",5,"<RunGame$Dir>.Alphabet" TO ftype,,,,alphalen 330 IF ftype=0 ERROR 255,"No Alphabet file" 340 350 REM Reserve space for character set sprites 360 370 alphalen+=16:DIM alphabet alphalen,alpha_info 32,character_ptrs 95*4 380 390 REM Initialise the alphabet sprite area and load the sprites 400 410 !alphabet=alphalen:alphabet!4=0:alphabet!8=16:alphabet!12=16 420 SYS "OS_SpriteOp",256+10,alphabet,"<RunGame$Dir>.Alphabet" 430 440 REM Read the width and height of the characters 450 460 SYS "OS_SpriteOp",256+40,alphabet,"32" TO ,,,width,height,,charmode 470 SYS "OS_ReadModeVariable",charmode,4 TO ,,XEig 480 SYS "OS_ReadModeVariable",charmode,5 TO ,,YEig 490 width = width << XEig 500 height = height << YEig 510 520 REM Find the addresses of each character's sprite 530 I%=0 540 FOR C%=32 TO 126 550 C$=STR$C% 560 SYS "OS_SpriteOp",24+256,alphabet,C$ TO ,,address 570 I%!character_ptrs=address 580 I%+=4 590 NEXT 600 610 REM ---------- Set up information block for alphabet ---------------- 620 REM Word#0 = alphabet sprite area 630 REM Word#1 = character lookup table (ASC"char" - ASC" " -> index) 640 REM Word#2 = character width 650 REM Word#3 = character height 660 670 !alpha_info=alphabet 680 alpha_info!4=character_ptrs 690 alpha_info!8=width 700 alpha_info!12=height 710 720 REM ----------- Set up information block for stars ----------------- 730 REM Word#0 = stars X coord table 740 REM Word#1 = stars Y coord table 750 REM Word#2 = stars Velocity table 760 REM Word#3 = number of stars to plot (default) 770 780 DIM stars_info 32 790 !stars_info = starsX 800 stars_info!4=starsY 810 stars_info!8=starsV 820 stars_info!12=120 :REM Default number of stars 830 840 REM ------------- Get tune names from 'Tunes' file ------------------ 850 DIM tune_names 24*max_tunes,name_ptrs max_tunes*4,tunes_info 32 860 870 PROCread_tunes("<RunGame$Dir>.Tunes",tune$(),num_tunes) 880 ptr=0:dir$="<Sounds$Dir>." 890 FOR I%=0 TO num_tunes-1 900 $(tune_names+ptr)=dir$+tune$(I%)+CHR$(0) 910 !(name_ptrs+4*I%)=tune_names+ptr 920 ptr+=LEN(tune$(I%))+1+LEN(dir$) 930 NEXT 940 950 REM ------------- Set up information block for tunes ----------------- 960 REM Word#0 = number of tunes 970 REM Word#1 = ptr to tune names table 980 REM Word#2 = ptr to table of tune name ptrs! 990 !tunes_info=num_tunes:tunes_info!4=tune_names:tunes_info!8=name_ptrs 991 1000REM Set up register variables and initialise the system 1010 1020A%=work% :REM Some workspace 1030B%=sprite_area :REM Sprite area 1040C%=object_space :REM Storage for all other data 1050D%=stars_info :REM Stars data 1060E%=alpha_info :REM Alphabet data 1061F%=tunes_info :REM Tunes info 1070CALL _initialise :REM Get Creator ready to start 1080 1090H%=work% :REM Don't change H% from now on! 1100highscore=0 1110$filename = "<RunGame$Dir>.GameData" :REM Filename of data to load 1120A%=filename :REM R0-> filename 1130CALL _getdata :REM Load the data 1140 1150TIME=0 1160var_table=H%!40:var_table!8=highscore 1170A%=sprite_area :REM Pointer to sprite area 1180H%=work% :REM Pointer to work space 1190frames=USR _display :REM Start the game, return number of frames displayed 1200 1210time=TIME/100 :REM The total game time 1220highscore=var_table!8 1230REM If Left-hand Alt key is pressed give the frame rate 1240 1250IF INKEY(-6) PRINT frames/time;" frames/second" 1260PRINTTAB(30,28)"Another Game(Y/N)?":Ans=INSTR("YyNn",GET$) 1261IF Ans<3 THEN SYS"OS_SpriteOp",256+10,sprite_area,"<RunGame$Dir>.Sprites":GOTO1110 1270END 1280 1290 1300DEF PROCinit 1310SYS "OS_Byte",161,191 TO ,,OldMouse 1320num_stars = 255 1330max_tunes = 16:DIM tune$(max_tunes) 1331 1340REM Find size of sprite file 1350SYS "OS_File",5,"<RunGame$Dir>.Sprites" TO ftype,,,,splen 1360IF ftype=0 ERROR 255,"No Sprites file" 1370 1380REM Reserve space for sprites, allowing for 16-byte header 1390splen+= 16:DIM sprite_area splen 1400 1410REM Initialise the sprite area and load the sprites 1420!sprite_area=splen:sprite_area!4=0:sprite_area!8=16:sprite_area!12=16 1430SYS "OS_SpriteOp",256+10,sprite_area,"<RunGame$Dir>.Sprites" 1440 1450REM Find size of Alphabet file 1460SYS "OS_File",5,"<RunGame$Dir>.Alphabet" TO ftype,,,,alphalen 1470IF ftype=0 ERROR 255,"No Alphabet file" 1480 1490REM Reserve space for character set sprites 1500alphalen+=16:DIM alphabet alphalen 1510 1520REM Initialise the alphabet sprite area and load the sprites 1530!alphabet=alphalen:alphabet!4=0:alphabet!8=16:alphabet!12=16 1540SYS "OS_SpriteOp",256+10,alphabet,"<RunGame$Dir>.Alphabet" 1550 1560REM Read and install the sounds 1570PROCload_sounds("<RunGame$Dir>.Sounds") 1580 1590REM Find size of mcode and reserve space for it 1600SYS "OS_File",5,"<RunGame$Dir>.FCode" TO ftype,,,,codesize 1610DIM code codesize 1620 1630REM Set up the assembler labels 1640FOR pass = 0 TO 2 STEP 2 1650PROCassemble(code,pass) 1660NEXT 1670 1680REM Now load in the actual code 1690OSCLI("LOAD <RunGame$Dir>.FCode "+STR$~code) 1700 1710*K.1 EDIT|M 1720*K.2 RUN|M 1730 1740SOUND ON 1750 1760DIM work% 1000:REM Reserve some workspace 1770ENDPROC 1780 1790 1800DEF PROCload_sounds(dir$) 1810LOCAL item,voice 1820DIM infobuffer 512,pathname 256 1830item = 0:voice=16 1840$pathname=dir$+"." 1850 1860REM Remove any existing voices first 1870FOR I%=16 TO 31 1880SYS "ExS_Remove",I% 1890NEXT 1900 1910REM Count how many files are in the given directory 1920 1930SYS "OS_FSControl",28,dir$,,0 TO ,,,files 1940 1950IF files>0 THEN 1960 1970WHILE item <> -1 1980 J%=LEN dir$+1 1990 2000 REM Read name of next 'item' 2010 2020 SYS "OS_GBPB",9,dir$,infobuffer,1,item,512,0 TO ,,,,item 2030 2040 I%=0 2050 2060 WHILE infobuffer?I% >0 2070 pathname?J% = infobuffer?I% 2080 I%+=1:J%+=1 2090 ENDWHILE 2100 2110 pathname?J% = 13 2120 SYS "ExS_Install",voice,pathname :REM Load and Install the sound 2130 voice+=1 2140ENDWHILE 2150 2160ENDIF 2170ENDPROC 2180 2190 2200DEF PROCassemble(org,pass) 2210P%=org:O%=org 2220[OPT pass 2230.jump_table 2240 2250\The entries in this jump table must be in the same order as the 2260\corresponding 'action' in the Creator "Keywords" file 2270 2280._activate_object b dummy 2290._deactivate_object b dummy 2300._show_object b dummy 2310._hide_object b dummy 2320._swop_objects b dummy 2330._set_coords b dummy 2340._shift_object b dummy 2350._copy_coords b dummy 2360._reverse_vertical b dummy 2370._reverse_horizontal b dummy 2380._set_Xvelocity b dummy 2390._set_Yvelocity b dummy 2400._attach_to_path b dummy 2410._load_screen b dummy 2420._scroll_h b dummy 2430._scroll_v b dummy 2440._put_var b dummy 2450._add_var b dummy 2460._subtract_var b dummy 2470._make_sound b dummy 2480._wait b dummy 2490._sound_off b dummy 2500._sound_on b dummy 2510._copy_var b dummy 2520._multiply_var b dummy 2530._divide_var b dummy 2540._print_var b dummy 2550._display_var b dummy 2560._text_colour b dummy 2570._text_bgdcol b dummy 2580._initialise b dummy 2590._getdata b dummy 2600._display b dummy 2610._event_handler b dummy 2620._stars_off b dummy 2630._stars_left b dummy 2640._stars_right b dummy 2650._set_sequence_cnt b dummy 2660._convert_to_number b dummy 2670._print_number b dummy 2680._overlap b dummy 2690._get_entry_size b dummy 2700._get_header_size b dummy 2710._get_object_ptr b dummy 2720._get_bounding_box b dummy 2730._get_coords b dummy 2740._get_velocities b dummy 2750._set_velocities b dummy 2760._check_if_active b dummy 2770._check_ignore b dummy 2780._check_if_visible b dummy 2790._get_object_flags b dummy 2800] 2810 2820FOR I%=1 TO 200 2830[OPT pass 2840b dummy 2850] 2860NEXT 2870[OPT pass 2880.dummy 2890mov pc,r14 2900] 2910ENDPROC 2911 3270DEF PROCread_tunes(name$,tune$(),RETURN I%) 3280LOCAL chn%,ptr,chr$ 3290I%=0 3300chn%=OPENIN(name$) 3310IF chn%<>0 THEN 3320 WHILE NOT EOF#chn% 3330 tune$(I%)="" 3340 IF EOF#chn% CLOSE#chn%:ENDPROC 3350 chr%=BGET#chn% 3360 WHILE chr%>31 3370 chr$=CHR$(chr%) 3380 tune$(I%)+=chr$ 3390 IF EOF#chn% I%+=1:CLOSE#chn%:ENDPROC 3400 chr%=BGET#chn% 3410 ENDWHILE 3420 I%+=1 3430 IF I%=max_tunes ERROR 1,"Too many tunes in 'Tunes' file" 3440 ENDWHILE 3450 CLOSE#chn% 3460ENDIF 3470ENDPROC
#*Screenload<Obey$Dir>.LANCASTER � #G=� $� (=� ******************************************************* 2=� * � 1990 Philip Hawthorne/Alpine Software * <=� * For use only with Creator-designed games * F=� ******************************************************* P ZV� � �12:� �<>17 �"Creator run-time error: ";:�:�" (Error code: ";�;"/";�;")":� � � d n� 15:�12:� x �)�init :� Basic setting up �>data_size = 128*1024 :� Allow 128 Kbytes for the game data �� object_space data_size � �� filename 255 �%� Set up the starfield data block �:� starsX num_stars*4,starsY num_stars,starsV num_stars � �� I%=0 � num_stars-1 �N%=4*I% �starsX!N% = �(319) �� �� I%=0 � num_stars-1 starsY?I% = �(254) starsV?I% = �(4) � " ," � Find size of Alphabet file 6 @A ș "OS_File",5,"<RunGame$Dir>.Alphabet" � ftype,,,,alphalen J( � ftype=0 � 255,"No Alphabet file" T ^/ � Reserve space for character set sprites h rH alphalen+=16:� alphabet alphalen,alpha_info 32,character_ptrs 95*4 | �@ � Initialise the alphabet sprite area and load the sprites � �B !alphabet=alphalen:alphabet!4=0:alphabet!8=16:alphabet!12=16 �? ș "OS_SpriteOp",256+10,alphabet,"<RunGame$Dir>.Alphabet" � �3 � Read the width and height of the characters � �G ș "OS_SpriteOp",256+40,alphabet,"32" � ,,,width,height,,charmode �2 ș "OS_ReadModeVariable",charmode,4 � ,,XEig �2 ș "OS_ReadModeVariable",charmode,5 � ,,YEig � width = width << XEig � height = height << YEig � 5 � Find the addresses of each character's sprite I%=0 � C%=32 � 126 & C$=�C% 05 ș "OS_SpriteOp",24+256,alphabet,C$ � ,,address : I%!character_ptrs=address D I%+=4 N � X bI � ---------- Set up information block for alphabet ---------------- l% � Word#0 = alphabet sprite area vE � Word#1 = character lookup table (ASC"char" - ASC" " -> index) � � Word#2 = character width �! � Word#3 = character height � � !alpha_info=alphabet �! alpha_info!4=character_ptrs � alpha_info!8=width � alpha_info!12=height � �H � ----------- Set up information block for stars ----------------- �$ � Word#0 = stars X coord table �$ � Word#1 = stars Y coord table �% � Word#2 = stars Velocity table �2 � Word#3 = number of stars to plot (default) � stars_info 32 !stars_info = starsX stars_info!4=starsY * stars_info!8=starsV 45 stars_info!12=120 :� Default number of stars > HI � ------------- Get tune names from 'Tunes' file ------------------ RC � tune_names 24*max_tunes,name_ptrs max_tunes*4,tunes_info 32 \ f: �read_tunes("<RunGame$Dir>.Tunes",tune$(),num_tunes) p ptr=0:dir$="<Sounds$Dir>." z � I%=0 � num_tunes-1 �+ $(tune_names+ptr)=dir$+tune$(I%)+�(0) �& !(name_ptrs+4*I%)=tune_names+ptr �! ptr+=�(tune$(I%))+1+�(dir$) � � � �J � ------------- Set up information block for tunes ----------------- � � Word#0 = number of tunes �( � Word#1 = ptr to tune names table �0 � Word#2 = ptr to table of tune name ptrs! �J !tunes_info=num_tunes:tunes_info!4=tune_names:tunes_info!8=name_ptrs � �9� Set up register variables and initialise the system � �&A%=work% :� Some workspace #B%=sprite_area :� Sprite area 2C%=object_space :� Storage for all other data "D%=stars_info :� Stars data $%E%=alpha_info :� Alphabet data %"F%=tunes_info :� Tunes info ./� _initialise :� Get Creator ready to start 8 B4H%=work% :� Don't change H% from now on! Lhighscore=0 VD$filename = "<RunGame$Dir>.GameData" :� Filename of data to load `9A%=filename :� R0-> filename j6� _getdata :� Load the data t ~�=0 �)var_table=H%!40:var_table!8=highscore �1A%=sprite_area :� Pointer to sprite area �0H%=work% :� Pointer to work space �Jframes=� _display :� Start the game, return number of frames displayed � �+time=�/100 :� The total game time �highscore=var_table!8 �9� If Left-hand Alt key is pressed give the frame rate � �*� �(-6) � frames/time;" frames/second" �/�30,28)"Another Game(Y/N)?":Ans=�"YyNn",�) �N� Ans<3 � ș"OS_SpriteOp",256+10,sprite_area,"<RunGame$Dir>.Sprites":�DVD �� � �init %ș "OS_Byte",161,191 � ,,OldMouse (num_stars = 255 2%max_tunes = 16:� tune$(max_tunes) 3 <� Find size of sprite file F;ș "OS_File",5,"<RunGame$Dir>.Sprites" � ftype,,,,splen P%� ftype=0 � 255,"No Sprites file" Z d<� Reserve space for sprites, allowing for 16-byte header n"splen+= 16:� sprite_area splen x �5� Initialise the sprite area and load the sprites �I!sprite_area=splen:sprite_area!4=0:sprite_area!8=16:sprite_area!12=16 �?ș "OS_SpriteOp",256+10,sprite_area,"<RunGame$Dir>.Sprites" � � � Find size of Alphabet file �?ș "OS_File",5,"<RunGame$Dir>.Alphabet" � ftype,,,,alphalen �&� ftype=0 � 255,"No Alphabet file" � �-� Reserve space for character set sprites �$alphalen+=16:� alphabet alphalen � �>� Initialise the alphabet sprite area and load the sprites �@!alphabet=alphalen:alphabet!4=0:alphabet!8=16:alphabet!12=16 =ș "OS_SpriteOp",256+10,alphabet,"<RunGame$Dir>.Alphabet" !� Read and install the sounds "(�load_sounds("<RunGame$Dir>.Sounds") , 61� Find size of mcode and reserve space for it @<ș "OS_File",5,"<RunGame$Dir>.FCode" � ftype,,,,codesize J� code codesize T ^!� Set up the assembler labels h� pass = 0 � 2 � 2 r�assemble(code,pass) |� � �!� Now load in the actual code �)�("LOAD <RunGame$Dir>.FCode "+�~code) � �*K.1 EDIT|M �*K.2 RUN|M � �� � � �)� work% 1000:� Reserve some workspace �� � � � �load_sounds(dir$) � item,voice !� infobuffer 512,pathname 256 &item = 0:voice=16 0$pathname=dir$+"." : D&� Remove any existing voices first N� I%=16 � 31 Xș "ExS_Remove",I% b� l v5� Count how many files are in the given directory � �+ș "OS_FSControl",28,dir$,,0 � ,,,files � �� files>0 � � �ȕ item <> -1 � J%=� dir$+1 � � � Read name of next 'item' � �< ș "OS_GBPB",9,dir$,infobuffer,1,item,512,0 � ,,,,item � � I%=0 ȕ infobuffer?I% >0 # pathname?J% = infobuffer?I% I%+=1:J%+=1 * � 4 > pathname?J% = 13 HC ș "ExS_Install",voice,pathname :� Load and Install the sound R voice+=1 \� f p� z� � � �� �assemble(org,pass) �P%=org:O%=org � [OPT pass �.jump_table � �D\The entries in this jump table must be in the same order as the �:\corresponding 'action' in the Creator "Keywords" file � � ._activate_object b dummy � ._deactivate_object b dummy � ._show_object b dummy ._hide_object b dummy ._swop_objects b dummy ._set_coords b dummy $ ._shift_object b dummy . ._copy_coords b dummy 8 ._reverse_vertical b dummy B ._reverse_horizontal b dummy L ._set_Xvelocity b dummy V ._set_Yvelocity b dummy ` ._attach_to_path b dummy j ._load_screen b dummy t ._scroll_h b dummy ~ ._scroll_v b dummy � ._put_var b dummy � ._add_var b dummy � ._subtract_var b dummy � ._make_sound b dummy � ._wait b dummy � ._sound_off b dummy � ._sound_on b dummy � ._copy_var b dummy � ._multiply_var b dummy � ._divide_var b dummy � ._print_var b dummy � ._display_var b dummy ._text_colour b dummy ._text_bgdcol b dummy ._initialise b dummy ._getdata b dummy ( ._display b dummy 2 ._event_handler b dummy < ._stars_off b dummy F ._stars_left b dummy P ._stars_right b dummy Z ._set_sequence_cnt b dummy d ._convert_to_number b dummy n ._print_number b dummy x ._overlap b dummy � ._get_entry_size b dummy � ._get_header_size b dummy � ._get_object_ptr b dummy � ._get_bounding_box b dummy � ._get_coords b dummy � ._get_velocities b dummy � ._set_velocities b dummy � ._check_if_active b dummy � ._check_ignore b dummy � ._check_if_visible b dummy � ._get_object_flags b dummy �] � � I%=1 � 200 [OPT pass b dummy "] ,� 6 [OPT pass @ .dummy Jmov pc,r14 T] ^� _ �%� �read_tunes(name$,tune$(),� I%) �� chn%,ptr,chr$ �I%=0 �chn%=�(name$) �� chn%<>0 � � ȕ � �#chn% tune$(I%)="" � �#chn% �#chn%:� chr%=�#chn% ȕ chr%>31 * chr$=�(chr%) 4 tune$(I%)+=chr$ >! � �#chn% I%+=1:�#chn%:� H chr%=�#chn% R � \ I%+=1 f; � I%=max_tunes � 1,"Too many tunes in 'Tunes' file" p � z �#chn% �� �� �
00000000 0d 00 0a 23 2a 53 63 72 65 65 6e 6c 6f 61 64 3c |...#*Screenload<| 00000010 4f 62 65 79 24 44 69 72 3e 2e 4c 41 4e 43 41 53 |Obey$Dir>.LANCAS| 00000020 54 45 52 0d 00 14 04 0d 00 1e 05 87 0d 00 23 07 |TER...........#.| 00000030 47 3d a5 0d 00 24 05 db 0d 00 28 3d f4 20 2a 2a |G=...$....(=. **| 00000040 2a 2a 2a 2a 2a 2a 2a 2a 2a 2a 2a 2a 2a 2a 2a 2a |****************| * 00000070 2a 2a 2a 2a 2a 0d 00 32 3d f4 20 2a 20 20 20 a9 |*****..2=. * .| 00000080 20 31 39 39 30 20 50 68 69 6c 69 70 20 48 61 77 | 1990 Philip Haw| 00000090 74 68 6f 72 6e 65 2f 41 6c 70 69 6e 65 20 53 6f |thorne/Alpine So| 000000a0 66 74 77 61 72 65 20 20 20 20 20 20 20 20 20 20 |ftware | 000000b0 20 2a 0d 00 3c 3d f4 20 2a 20 20 20 46 6f 72 20 | *..<=. * For | 000000c0 75 73 65 20 6f 6e 6c 79 20 77 69 74 68 20 43 72 |use only with Cr| 000000d0 65 61 74 6f 72 2d 64 65 73 69 67 6e 65 64 20 67 |eator-designed g| 000000e0 61 6d 65 73 20 20 20 20 20 20 20 20 20 20 2a 0d |ames *.| 000000f0 00 46 3d f4 20 2a 2a 2a 2a 2a 2a 2a 2a 2a 2a 2a |.F=. ***********| 00000100 2a 2a 2a 2a 2a 2a 2a 2a 2a 2a 2a 2a 2a 2a 2a 2a |****************| * 00000120 2a 2a 2a 2a 2a 2a 2a 2a 2a 2a 2a 2a 0d 00 50 04 |************..P.| 00000130 0d 00 5a 56 ee 20 85 20 eb 31 32 3a e7 20 9f 3c |..ZV. . .12:. .<| 00000140 3e 31 37 20 f1 22 43 72 65 61 74 6f 72 20 72 75 |>17 ."Creator ru| 00000150 6e 2d 74 69 6d 65 20 65 72 72 6f 72 3a 20 22 3b |n-time error: ";| 00000160 3a f6 3a f1 22 20 28 45 72 72 6f 72 20 63 6f 64 |:.:." (Error cod| 00000170 65 3a 20 22 3b 9f 3b 22 2f 22 3b 9e 3b 22 29 22 |e: ";.;"/";.;")"| 00000180 3a e0 20 8b 20 e0 0d 00 64 04 0d 00 6e 0e eb 20 |:. . ...d...n.. | 00000190 31 35 3a eb 31 32 3a 87 0d 00 78 04 0d 00 82 29 |15:.12:...x....)| 000001a0 f2 69 6e 69 74 20 20 20 20 20 20 20 20 20 20 20 |.init | 000001b0 20 20 3a f4 20 42 61 73 69 63 20 73 65 74 74 69 | :. Basic setti| 000001c0 6e 67 20 75 70 0d 00 8c 3e 64 61 74 61 5f 73 69 |ng up...>data_si| 000001d0 7a 65 20 3d 20 31 32 38 2a 31 30 32 34 20 3a f4 |ze = 128*1024 :.| 000001e0 20 41 6c 6c 6f 77 20 31 32 38 20 4b 62 79 74 65 | Allow 128 Kbyte| 000001f0 73 20 66 6f 72 20 74 68 65 20 67 61 6d 65 20 64 |s for the game d| 00000200 61 74 61 0d 00 96 1c de 20 6f 62 6a 65 63 74 5f |ata..... object_| 00000210 73 70 61 63 65 20 64 61 74 61 5f 73 69 7a 65 0d |space data_size.| 00000220 00 a0 04 0d 00 aa 12 de 20 66 69 6c 65 6e 61 6d |........ filenam| 00000230 65 20 32 35 35 0d 00 b4 25 f4 20 53 65 74 20 75 |e 255...%. Set u| 00000240 70 20 74 68 65 20 73 74 61 72 66 69 65 6c 64 20 |p the starfield | 00000250 64 61 74 61 20 62 6c 6f 63 6b 0d 00 be 3a de 20 |data block...:. | 00000260 73 74 61 72 73 58 20 6e 75 6d 5f 73 74 61 72 73 |starsX num_stars| 00000270 2a 34 2c 73 74 61 72 73 59 20 6e 75 6d 5f 73 74 |*4,starsY num_st| 00000280 61 72 73 2c 73 74 61 72 73 56 20 6e 75 6d 5f 73 |ars,starsV num_s| 00000290 74 61 72 73 0d 00 c8 04 0d 00 d2 18 e3 20 49 25 |tars......... I%| 000002a0 3d 30 20 b8 20 6e 75 6d 5f 73 74 61 72 73 2d 31 |=0 . num_stars-1| 000002b0 0d 00 dc 0b 4e 25 3d 34 2a 49 25 0d 00 e6 16 73 |....N%=4*I%....s| 000002c0 74 61 72 73 58 21 4e 25 20 3d 20 b3 28 33 31 39 |tarsX!N% = .(319| 000002d0 29 0d 00 f0 05 ed 0d 00 fa 18 e3 20 49 25 3d 30 |).......... I%=0| 000002e0 20 b8 20 6e 75 6d 5f 73 74 61 72 73 2d 31 0d 01 | . num_stars-1..| 000002f0 04 16 73 74 61 72 73 59 3f 49 25 20 3d 20 b3 28 |..starsY?I% = .(| 00000300 32 35 34 29 0d 01 0e 14 73 74 61 72 73 56 3f 49 |254)....starsV?I| 00000310 25 20 3d 20 b3 28 34 29 0d 01 18 05 ed 0d 01 22 |% = .(4)......."| 00000320 04 0d 01 2c 22 20 20 f4 20 46 69 6e 64 20 73 69 |...," . Find si| 00000330 7a 65 20 6f 66 20 41 6c 70 68 61 62 65 74 20 66 |ze of Alphabet f| 00000340 69 6c 65 0d 01 36 04 0d 01 40 41 20 20 c8 99 20 |ile..6...@A .. | 00000350 22 4f 53 5f 46 69 6c 65 22 2c 35 2c 22 3c 52 75 |"OS_File",5,"<Ru| 00000360 6e 47 61 6d 65 24 44 69 72 3e 2e 41 6c 70 68 61 |nGame$Dir>.Alpha| 00000370 62 65 74 22 20 b8 20 66 74 79 70 65 2c 2c 2c 2c |bet" . ftype,,,,| 00000380 61 6c 70 68 61 6c 65 6e 0d 01 4a 28 20 20 e7 20 |alphalen..J( . | 00000390 66 74 79 70 65 3d 30 20 85 20 32 35 35 2c 22 4e |ftype=0 . 255,"N| 000003a0 6f 20 41 6c 70 68 61 62 65 74 20 66 69 6c 65 22 |o Alphabet file"| 000003b0 0d 01 54 04 0d 01 5e 2f 20 20 f4 20 52 65 73 65 |..T...^/ . 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