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graphicData.i
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; SPRITE CONSTANTS ;;;;;;;;;;;;;;;;;;;;;;;
SPRITE_PADDLE_TOP = $01
SPRITE_PADDLE_BOTTOM = $21
SPRITE_PADDLE_MIDDLE = $11
SPRITE_POINTER_HORIZONTAL = $00
SPRITE_POINTER_VERTICAL = $10
SPRITE_BALL = $20
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; PALETTES ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
palette_data:
.BYTE $0F,$27,$16,$05, $0F,$01,$11,$31, $0F,$05,$16,$26, $0F,$27,$01,$1A ;; background palette
.BYTE $0F,$11,$1A,$31, $0F,$01,$11,$31, $0F,$05,$16,$26, $0F,$19,$19,$19 ;; sprite palette
;;;;;;;;;;;;;;;;;;;;;;;;;;;; TITLE SCREEN ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; For now keep the original encoding just in case need to revert
title_screen_part1:
.BYTE $20, $20, $20, $20, $20, $20, $0A, $0A, $0A, $20, $20, $0A, $0A, $0A, $0A, $20 ;row 1
.BYTE $0A, $20, $20, $20, $0A, $20, $0A, $0A, $0A, $0A, $20, $20, $20, $20, $20, $20
.BYTE $20, $20, $20, $20, $20, $20, $0A, $20, $20, $0A, $20, $0A, $20, $20, $0A, $20 ;row 2
.BYTE $0A, $0A, $20, $20, $0A, $20, $0A, $20, $20, $20, $20, $20, $20, $20, $20, $20
.BYTE $20, $20, $20, $20, $20, $20, $0A, $20, $20, $0A, $20, $0A, $20, $20, $0A, $20 ; ;row 3
.BYTE $0A, $0A, $20, $20, $0A, $20, $0A, $20, $20, $20, $20, $20, $20, $20, $20, $20
.BYTE $20, $20, $20, $20, $20, $20, $0A, $20, $20, $0A, $20, $0A, $20, $20, $0A, $20 ;row 4
.BYTE $0A, $20, $0A, $20, $0A, $20, $0A, $20, $20, $20, $20, $20, $20, $20, $20, $20
.BYTE $20, $20, $20, $20, $20, $20, $0A, $0A, $0A, $20, $20, $0A, $20, $20, $0A, $20 ;row 5
.BYTE $0A, $20, $0A, $20, $0A, $20, $0A, $20, $0A, $0A, $20, $20, $20, $20, $20, $20
.BYTE $20, $20, $20, $20, $20, $20, $0A, $20, $20, $20, $20, $0A, $20, $20, $0A, $20 ;row 6
.BYTE $0A, $20, $20, $0A, $0A, $20, $0A, $20, $20, $0A, $20, $20, $20, $20, $20, $20
.BYTE $20, $20, $20, $20, $20, $20, $0A, $20, $20, $20, $20, $0A, $20, $20, $0A, $20 ;row 7
.BYTE $0A, $20, $20, $0A, $0A, $20, $0A, $20, $20, $0A, $20, $20, $20, $20, $20, $20
.BYTE $20, $20, $20, $20, $20, $20, $0A, $20, $20, $20, $20, $0A, $0A, $0A, $0A, $20 ;row 8
.BYTE $0A, $20, $20, $20, $0A, $20, $0A, $0A, $0A, $0A, $20, $20, $20, $20, $20, $20
title_screen_part1_rle:
.BYTE $03, $0A, $02, $20, $04, $0A, $01, $20, $01, $0A, $03, $20, $01, $0A ;Row 1
.BYTE $01, $20, $04, $0A, $06, $20
.BYTE $06, $20, $01, $0A, $02, $20, $01, $0A, $01, $20, $01, $0A, $02, $20, $01, $0A ;Row 2
.BYTE $01, $20, $02, $0A, $02, $20, $01, $0A, $01, $20, $01, $0A, $09, $20
.BYTE $06, $20, $01, $0A, $02, $20, $01, $0A, $01, $20, $01, $0A, $02, $20, $01, $0A ;Row 3
.BYTE $01, $20, $02, $0A, $02, $20, $01, $0A, $01, $20, $01, $0A, $01, $20, $08, $20
.BYTE $06, $20, $01, $0A, $02, $20, $01, $0A, $01, $20, $01, $0A, $02, $20, $01, $0A ;Row 4
.BYTE $01, $20, $01, $0A, $01, $20, $01, $0A, $01, $20, $01, $0A, $01, $20, $01, $0A
.BYTE $09, $20
.BYTE $06, $20, $03, $0A, $02, $20, $01, $0A, $02, $20, $01, $0A, $01, $20, $01, $0A ;Row 5
.BYTE $01, $20, $01, $0A, $01, $20, $01, $0A, $01, $20, $01, $0A, $01, $20, $02, $0A
.BYTE $06, $20
.BYTE $06, $20, $01, $0A, $04, $20, $01, $0A, $02, $20, $01, $0A, $01, $20, $01, $0A ;Row6
.BYTE $02, $20, $02, $0A, $01, $20, $01, $0A, $02, $20, $01, $0A, $06, $20
.BYTE $06, $20, $01, $0A, $04, $20, $01, $0A, $02, $20, $01, $0A, $01, $20, $01, $0A ;Row 7
.BYTE $02, $20, $02, $0A, $01, $20, $01, $0A, $02, $20, $01, $0A, $06, $20
.BYTE $06, $20, $01, $0A, $04, $20, $04, $0A, $01, $20, $01, $0A, $03, $20, $01, $0A ;Row 8
.BYTE $01, $20, $04, $0A, $06, $20
;;;;;;;; STRINGS
;;;;;;;;;;;; TITLE SCREEN
TITLE_START_ADDR_HI = $20
TITLE_START_ADDR_LO = $A6
TITLE_LENGTH = $F4
PLAYER_1_START_HI = $22
PLAYER_1_START_LO = $8F
PLAYER_2_START_HI = $22
PLAYER_2_START_LO = $CF
PL_NUM_1_HI = $22
PL_NUM_1_LO = $8D
PLAYER_LENGTH = $06
PLAYERS_LENGTH = $07
string_player:
.BYTE "PLAYER"
string_players:
.BYTE "PLAYERS"
num_col_player_numbers:
.BYTE $01, $20, $02
title_screen_sprite_data:
.BYTE $A0, SPRITE_BALL, $00, $58
;;;;;;;;;;;;;;;; OPTION SCREEN
string_game_settings:
.BYTE $12, $13, $13, $13, $13, $13, $13, $13, $20
.BYTE "GAME OPTIONS"
.BYTE $20, $13, $13, $13, $13, $13, $13, $13, $13, $14
string_winning_score:
.BYTE "WINNING SCORE"
string_score_options:
.BYTE $02, $20, $03, $20, $04, $20, $05, $20, $06, $20, $07, $20, $08, $20, $09, $20
.BYTE $01, $01, $20, $01, $03, $20, $01, $05, $20, $01, $07, $20, $01, $09
string_paddle_colors:
.BYTE "PADDLE COLORS"
string_blue:
.BYTE "BLUE"
string_red:
.BYTE "RED"
string_green:
.BYTE "GREEN"
string_purple:
.BYTE "PURPLE"
string_pink:
.BYTE "PINK"
string_orange:
.BYTE "ORANGE"
string_cpu:
.BYTE "CPU"
option_screen_sprite_data:
.BYTE $30, SPRITE_POINTER_HORIZONTAL, $00, $3E
.BYTE $40, SPRITE_POINTER_VERTICAL, $00, $08
.BYTE $80, SPRITE_POINTER_HORIZONTAL, $00, $1E
.BYTE $90, SPRITE_POINTER_HORIZONTAL, $00, $9E
.BYTE $90, SPRITE_PADDLE_TOP, $01, $60
.BYTE $98, SPRITE_PADDLE_MIDDLE, $01, $60
.BYTE $A0, SPRITE_PADDLE_MIDDLE, $01, $60
.BYTE $A8, SPRITE_PADDLE_BOTTOM, $01, $60
.BYTE $90, SPRITE_PADDLE_TOP, $02, $E0
.BYTE $98, SPRITE_PADDLE_MIDDLE, $02, $E0
.BYTE $A0, SPRITE_PADDLE_MIDDLE, $02, $E0
.BYTE $A8, SPRITE_PADDLE_BOTTOM, $02, $E0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; GAME SCREEN
string_score:
.BYTE "SCORE"
string_target:
.BYTE "TARGET"
.BYTE $5b ; :(colon)
game_screen_sprite_data:
.BYTE INITIAL_BALL_POS_Y, SPRITE_BALL, $00, INITIAL_BALL_POS_P1_X ; Ball
.BYTE PADDLE_TOP_LIMIT, SPRITE_PADDLE_TOP, $01, PADDLE1X ; P1 paddle
.BYTE PADDLE_TOP_LIMIT+8, SPRITE_PADDLE_MIDDLE, $01, PADDLE1X
.BYTE PADDLE_TOP_LIMIT+16, SPRITE_PADDLE_MIDDLE, $01, PADDLE1X
.BYTE PADDLE_TOP_LIMIT+24, SPRITE_PADDLE_BOTTOM, $01, PADDLE1X
.BYTE $FE, $FE, $FE, $FE ; Reserve 2 sprites if
.BYTE $FE, $FE, $FE, $FE ; player picks up power up
.BYTE PADDLE_TOP_LIMIT, SPRITE_PADDLE_TOP, $02, PADDLE2X ; P1 paddle
.BYTE PADDLE_TOP_LIMIT+8, SPRITE_PADDLE_MIDDLE, $02, PADDLE2X
.BYTE PADDLE_TOP_LIMIT+16, SPRITE_PADDLE_MIDDLE, $02, PADDLE2X
.BYTE PADDLE_TOP_LIMIT+24, SPRITE_PADDLE_BOTTOM, $02, PADDLE2X
.BYTE $FE, $FE, $FE, $FE ; Reserve 2 sprites if
.BYTE $FE, $FE, $FE, $FE ; player picks up power up
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Game over screen:
string_game_over:
.BYTE "GAME OVER", $5D ;Exclamation_mark
string_wins:
.BYTE "WINS"
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Pause
string_pause:
.BYTE "PAUSE"
;;;;;; PADDLE PALLETES
paddle_color_options:
.BYTE $0F,$01,$11,$31 ; blue
.BYTE $0F,$05,$16,$26 ; red
.BYTE $0F,$09,$19,$2A ; green
.BYTE $0F,$03,$13,$23 ; purple
.BYTE $0F,$14,$24,$35 ; pink
.BYTE $0F,$26,$27,$37 ; orange