
	OPT C-

	SECTION PROG,CODE_C




BEGIN:
	JMP START
;=====================================================================
EXECBASE=4
OPENLIBRARY=-408
CLOSELIBRARY=-414
SUPERSTATE=-150
USERSTATE=-156	
FORBID=-132
PERMIT=-138
ADDINTSERVER=-168
REMINTSERVER=-174
Open=-30
Close=-36
Read=-42

;=====================================================================
BLTCON0=$DFF040		
BLTCON1=$DFF042
BLTAFWM=$DFF044
BLTALWM=$DFF046
BLTCPTH=$DFF048
BLTCPTL=$DFF04A
BLTBPTH=$DFF04C
BLTBPTL=$DFF04E
BLTAPTH=$DFF050
BLTAPTL=$DFF052
BLTDPTH=$DFF054
BLTDPTL=$DFF056
BLTSIZE=$DFF058
BLTCMOD=$DFF060
BLTBMOD=$DFF062
BLTAMOD=$DFF064
BLTDMOD=$DFF066
BLTCDAT=$DFF070
BLTBDAT=$DFF072
BLTADAT=$DFF074
DMACONR=$DFF002
;==================================

IMAGE:		INCBIN ASM3-DISK3:SPRITES/IMAGE_RAW

FONT:		INCBIN ASM3-DISK3:SPRITES/FONT_RAW

SCROLL:		DCB.B 50*32*4,0

MT_DATA:	INCBIN ASM3-DISK3:SPRITES/MODULE

;==================================
START:    
	MOVEM.L D0-D7/A0-A6,-(A7)	;SAUVE REGISTRES
	MOVE.L EXECBASE,A6		;CHARGE ADRESSE EXECBASE DANS A6
	JSR FORBID(A6)    		;SAUTE SOUS PROGRAMME: INTERDIT MULTITACHE
	JSR OPENLIB  			;SAUTE SOUS PROGRAMME: OUVERTURE LIBRAIRIES

	JSR PLACE_ADRESSE_IMAGE		;PLACE ADRESSE ECRAN DANS LISTE COPPER
	JSR PLACE_ADRESSE_SCROLL	;PLACE ADRESSE SCROLL DANS LISTE COPPER
	JSR PLACE_ADRESSES_SPRITES	;PLACE ADRESSES SPRITES DANS LISTE COPPER

CLEARSCROLL:			;ON EFFACE LE FOND DU SCROLL POUR EVITER
	LEA SCROLL,A1			;D'AVOIR DES BIZARRERIES A L'ECRAN 
	MOVE.W #25*35*3,D0
CLS:
	MOVE.W #0,(A1)+
	DBF D0,CLS
	

	MOVE.L #TEXT,PTEXT		;ON MET LE POINTEUR DE LETTRE SUR LE DEBUT
	MOVE.W #0,COMPT			;DU TEXTE. ET LE COMPTEUR A 0
	
	BSR.W INIT_MUSIQUE		;INITIALISATION DE LA MUSIQUE
	
	BSR.W SETCOPPER			;SAUTE SOUS PROGRAMME: MET EN PLACE LISTE COPPER
	BSR.s NEWIRQ3			;SAUTE SOUS PROGRAMME: MET EN PLACE ROUTINE D'INTERRRUPTION
	
WAIT:
	CMP.B #$E0,$DFF006		;ATTENDANT 200 IEME LIGNE RASTER
	BNE.S WAIT			;SINON RETOURNE A WAIT
	
	BSR.W ANIMATION			;VA A ROUTINE ANIMATION SPRITES

	BTST	#6,$BFE001		;ATTENDANT PRESSION SUR BOUTON GAUCHE SOURIS
	BNE.S	WAIT			;SINON RETOURNE A WAIT
	 				;SI OUI  FIN
END: 				;FIN:	
	BSR.W STOP_MUSIQUE		;ARRET DE LA MUSIQUE
	BSR.s STOPIRQ3        		;SAUTE SOUS PROGRAMME: STOPPE INTERRUPTION
	BSR.W CLRCOPPER       		;SAUTE SOUS PROGRAMME: RESTAURE ANCIENNE LISTE COPPER
	BSR.W CLOSELIB        		;SAUTE SOUS PROGRAMME: FERME LIBRAIRIES 
	MOVE.L EXECBASE,A6		;CHARGE ADRESSE EXECBASE DANS A6
	JSR PERMIT(A6)      		;AUTORISE MULTITACHE
	                      
	MOVEM.L (A7)+,D0-D7/A0-A6	;RESTAURE REGISTRES
	RTS
;========================
NEWIRQ3:			;MET EN PLACE NOTRE ROUTINE 
	MOVE.L	EXECBASE,A6		;D'INTERRUPTION
	lea	irqstr,a1
	move.l	#5,d0
	jsr	addintserver(a6)
	move.l	d0,irq
	beq.s	irqerror
	rts
irqerror:
	rts
;==========================
STOPIRQ3:			;RESTAURE ANCIENNE ROUTINE
	movem.l	a0-a6/d0-d7,-(sp)	;D'INTERRUPTION
	tst.l	irq
	beq.s	irqoff1
	move.l	execbase,a6
	lea	irqstr,a1
	move.l	#32,d0
	jsr	remintserver(a6)
irqoff1:movem.l	(sp)+,a0-a6/d0-d7
	rts
irqstr:
	dc.l	0,0
	dc.b	2,-127
	dc.l	0,irqdat,interrupt
irqdat:	dc.l	0,0,0,0
irq:	dc.l	0
;============================
interrupt:			;NOTRE ROUTINE D'INTERRUPTION	
	movem.l	a0-a6/d0-d7,-(sp)
	
	BSR.W PLAY_MUSIQUE		;VA A LA ROUTINE POUR JOUER LA MUSIQUE
	BSR.W SCROLLING			;VA A LA ROUTINE DE SCROLLING
		
	movem.l	(sp)+,a0-a6/d0-d7
	rts
;============================
OPENLIB:  			;OUVERTURE DE LA LIBRAIRIE GRAPHIQUE
	move.l execbase,a6      	;MET ADRESSE EXECBASE DANS A6
	lea gfxname,a1			;MET NOM DE LA LIBRAIRIE DANS A1
	move.l #$0,d0           	;MET 0 DANS D0
	jsr openlibrary(a6)		;OUVRE LIBRAIRIE
	tst d0				;TESTE D0
	beq.s error			;SI = A 0   VA A ERROR = SORTIE
	move.l d0,gfxbase       	;SI NON, MET ADRESSE D0 DANS GFXBASE
	add.l #$32,d0			;AJOUTE $32 A CETTE ADRESSE
	move.l d0,coppertr      	;MET D0=ADRESSE ACTUELLE LISTE COPPER
	rts				;DANS COPPERTR
	even
gfxname: dc.b 'graphics.library',0 	;NOM DE LA LIBRAIRIE
	even
gfxbase: dc.l 0				;POINTEUR POUR LA GRAPHICS LIBRARY
coppertr: dc.l 0			;POINTEUR POUR ADRESSE LISTE COPPER
;====================
CLOSELIB: 			;FERMETURE LIBRAIRIE
	move.l execbase,a6      	;MET ADRESSE EXECBASE DANS A6
	move.l gfxbase,a1		;MET NOM DE LA LIBRAIRIE DANS A1
	jsr closelibrary(a6)		;FERME LIBRAIRIE
	rts
;====================
ERROR:				;SI ERREUR
	illegal				;SORTIE
	rts
;====================
SETCOPPER:			;MET EN PLACE NOTRE LISTE COPPER
	move.l coppertr,a0		;MET ADRESSE ACTUEL COPPER DANS A0
	move.l (a0),oldcopper		;MET CONTENU DANS OLDCOPPER
	move.l #newcopper,(a0)		;MET NOTRE LISTE COPPER DANS A0
	move.w #$81c0,$dff096		;ACTIVE LISTE COPPER
	rts		
oldcopper: dc.l 0
;====================
CLRCOPPER:			;RESTAURE ANCIENNE LISTE COPPER
	move.l coppertr,a0		;MET ANCIENNE ADRESSE DANS A0
	move.l oldcopper,(a0)		;MET CONTENU DANS A0
	move.w #$80a0,$dff096		;REACTIVE ANCIENNE COPPER
	rts
;====================
PLACE_ADRESSE_IMAGE:

				;CHARGE ADRESSE DE L'IMAGE DANS LA COPPER LIST
	MOVE.L #IMAGE,D0 	;MET ADRESSE DE L'IMAGE DANS D0 (MOT LONG =
				;PAR EXEMPLE $0005 0000 = D0

	MOVE.W D0,IMAGE_LO1	;MET $0000 DANS LO1
	SWAP D0			;INVERSE D0 = $0000 0005
	MOVE.W D0,IMAGE_HI1	;MET $0005 DANS HI1
	SWAP D0			;INVERSE D0 = $0005 0000
	ADD.L #40,D0		;AJOUTE LA LONGUEUR D'UN PLAN DANS D0
				;ET RECOMMENCE POUR LE PLAN SUIVANT
	MOVE.W D0,IMAGE_LO2
	SWAP D0
	MOVE.W D0,IMAGE_HI2
	SWAP D0
	ADD.L #40,D0
	
	MOVE.W D0,IMAGE_LO3
	SWAP D0
	MOVE.W D0,IMAGE_HI3     
	SWAP D0
	ADD.L #40,D0
	
	MOVE.W D0,IMAGE_LO4
	SWAP D0
	MOVE.W D0,IMAGE_HI4     

	RTS
;===============================
PLACE_ADRESSE_SCROLL:

	MOVE.L #SCROLL,D0 		;IDEM POUR SCROLL
			
	MOVE.W D0,SCROLL_LO1		
	SWAP D0			
	MOVE.W D0,SCROLL_HI1		
	SWAP D0			
	ADD.L #50,D0	
				
	MOVE.W D0,SCROLL_LO2
	SWAP D0
	MOVE.W D0,SCROLL_HI2
	SWAP D0
	ADD.L #50,D0
	
	MOVE.W D0,SCROLL_LO3
	SWAP D0
	MOVE.W D0,SCROLL_HI3     
	SWAP D0
	ADD.L #50,D0

	MOVE.W D0,SCROLL_LO4
	SWAP D0
	MOVE.W D0,SCROLL_HI4     


	RTS

;====================
PLACE_ADRESSES_SPRITES:

	MOVE.L #SPRITE0,D0 		;IDEM POUR SPRITE	
	MOVE.W D0,SPRITE0_LO		
	SWAP D0			
	MOVE.W D0,SPRITE0_HI		

	MOVE.L #SPRITE1,D0 		;IDEM POUR SPRITE	
	MOVE.W D0,SPRITE1_LO		
	SWAP D0			
	MOVE.W D0,SPRITE1_HI		

	MOVE.L #SPRITE2,D0 		;IDEM POUR SPRITE	
	MOVE.W D0,SPRITE2_LO		
	SWAP D0			
	MOVE.W D0,SPRITE2_HI		

	MOVE.L #SPRITE3,D0 		;IDEM POUR SPRITE	
	MOVE.W D0,SPRITE3_LO		
	SWAP D0			
	MOVE.W D0,SPRITE3_HI		

	MOVE.L #SPRITE4,D0 		;IDEM POUR SPRITE	
	MOVE.W D0,SPRITE4_LO		
	SWAP D0			
	MOVE.W D0,SPRITE4_HI		

	MOVE.L #SPRITE5,D0 		;IDEM POUR SPRITE	
	MOVE.W D0,SPRITE5_LO		
	SWAP D0			
	MOVE.W D0,SPRITE5_HI		

	MOVE.L #SPRITE6,D0 		;IDEM POUR SPRITE	
	MOVE.W D0,SPRITE6_LO		
	SWAP D0			
	MOVE.W D0,SPRITE6_HI		

	MOVE.L #SPRITE7,D0 		;IDEM POUR SPRITE	
	MOVE.W D0,SPRITE7_LO		
	SWAP D0			
	MOVE.W D0,SPRITE7_HI		

	RTS
;====================
WAIT_BLITTER:			;ROUTINE POUR ATTENDRE QUE LE BLITTER
	BTST #14,DMACONR		;EST FINI SON PRECEDENT TRAVAIL
	BNE.S WAIT_BLITTER
	RTS
;===================
SCROLLING:			;ROUTINE DU SCROLLING
	BSR.W SEARCH_CHAR		;AFFICHE UN NOUVEAU CARACTERE
	BSR.W SCROLLTEXT		;SCROLLE LE FOND DU SCROLL
	RTS
;===================	
SCROLLTEXT:			
	LEA SCROLL,A0 			;ON POINTE A0 SUR LE FOND DU SCROLL
		
	BSR.W WAIT_BLITTER		;ON ATTEND QUE LE BLITTER EST FINI SON 
					;PRECEDENT TRAVAIL
	
	LEA SCROLL-2,A1			;ON POINTE A1 SUR 16 PIXELS AVANT 
					;LE FOND DU SCROLL. 2 = 16 PIXELS
	
	MOVE.L A0,BLTAPTH		;MET ADRESSE DE A0 DANS SOURCE BLITTER A
	MOVE.L A1,BLTDPTH		;MET ADRESSE DE A1 DANS DESTINATION BLITTER D
	MOVE.W #0,BLTAMOD  		;MET 0 DANS MODULO SOURCE A
	MOVE.W #0,BLTDMOD		;MET 0 DANS MODULO DESTINATION D
	MOVE.L #$FFFFFFFF,BLTAFWM	;MASQUE DU 1ER ET DU DERNIER MOT
	MOVE.L #$C9F00000,BLTCON0    	;MET MIMTERN ET DECALAGE DANS BLTCON0
					;$C = $F - $4 = 16 - 4 = 12
					;4 PIXELS DE DECALAGE VERS LA GAUCHE
	
					;$9 -> POUR 1 SOURCE BLITTER
					;$F0 -> MINTERM POUR COPIE DIRECTE
					;$0000 -> MIS A 0 CAR SOURCE B INITULISE	
	
	MOVE.W #(32*64*4)+25,BLTSIZE	;MET TAILLE A SCROLLER DANS BLTSIZE
					;TAILLE = (HAUTEUR * 64)+(LARGEUR/2)
	RTS
;============
SEARCH_CHAR:
	ADD.W #1,COMPT			;AJOUTE 1 AU COMPTEUR
	CMP.W #8,COMPT           	;COMPARE A 8 CAR 8 * 4 PIXELS DE DECALAGE
					;EGALE A 32 SOIT LA LARGEUR D'UNe LETTRE
	BNE.W SEARCHAR3			;SI PAS EGAL A 8 ON SORT
	MOVE.W #0,COMPT			;SI OUI ON REMET COMPTEUR A 0
					;ET ON CONTINU
	
	MOVE.L PTEXT,A0          	;MET POINTEUR TEXTE DANS A0
	CLR.L D0			;ON EFFACE CONTENU DE D0
	MOVE.B (A0),D0			;MET LE CONTENU DU POINTEUR TEXTE DANS D0
	LEA COMPTEUR_CHAR,A1		;EN POINTE A1 SUR LA TABLE DES LETTRES
	CLR.L D1			;ON EFFACE CONTENU DE D1
	MOVE.B #-1,D1			;ON MET -1 DANS D1

SEARCHAR1:
	
	ADD.B #1,D1     		;ON AJOUTE 1 A D1         
	CMP.B (A1)+,D0			;ON COMPARE LES LETTRES DE LA TABLE
					;AVEC CELLE CONTENU DANS D0
	BNE SEARCHAR1			;SI PAS LA MEME ON RECOMMENCE AVEC LA
					;LETTRE SIUVANTE DANS LA TABLE
					;SI C'EST LA MEME ON CONTINU
	MULU #4,D1              	;ON MULTIPLIE D1 PAR 4
	MOVE.L #TABLE_CHAR,A0       	;ON POINTE A0 SUR LE DEBUT DE LA TABLE
					;D'ADRESSE DES IMAGES DES LETTRES
	MOVE.L (A0,D1),A2       	;ET ON MET L'ADRESSE DE LA LETTRE DANS A2
	
	LEA SCROLL,A3			;ON POINTE A3 SUR LA POSITION SCROLL+46
	ADD.L #46,A3        		;SOIT A 46*8 = 368 PIXELS A DROITE DU 
					;COIN SUPERIEUR DROIT DU FOND DE SCROLL
					;SOIT DANS LA PARTIE INVISIBLE DU SCROLL	
	
	BSR.W WAIT_BLITTER        	;ON ATTENDS LE BLITTER	
	MOVE.L A2,BLTAPTH       	;ON MET ADRESSE DE A2 DANS SOURCE BLITTER A
	MOVE.L A3,BLTDPTH       	;ON MET ADRESSE DE A3 DANS DESTINATION BLITTER D
	
	MOVE.W #40-4,BLTAMOD  		;ON MET 40-4 DANS MODULO SOURCE A
					;CAR NOTRE LETTRE FAIT 32 PIXELS DE LARGE SOIT
					;4 MOTS (4*8=32) ET L'IMAGE QUI LA CONTIENT
					;FAIT 320 PIXELS DE LARGE SOIT 40 MOTS
		
	MOVE.W #50-4,BLTDMOD   	        ;ON MET 50-4 DANS MODULO DESTINATION D
					;CAR LE FOND DE SCROLL FAIT 400 PIXELS DE LARGE
					;SOIT 50 MOTS

	MOVE.L #$FFFFFFFF,BLTAFWM	;MASQUE DU 1ER ET DU DERNIER MOT

	MOVE.L #$09F00000,BLTCON0	;$0 -> PAS DE DECALAGE DE LA SOURCE A
					;$9 -> POUR 1 SOURCE BLITTER A
					;$F0 -> MINTERM POUR COPIE DIRECTE
	
	MOVE.W #(32*4*64)+2,BLTSIZE	;MET TAILLE A SCROLLER DANS BLTSIZE
					;TAILLE = (HAUTEUR * 64)+(LARGEUR/2)
	
	ADD.L #1,PTEXT          	;ON AJOUTE 1 AU POINTEUR DE TEXTE
	MOVE.L PTEXT,A0			;ON MET POINTEUR DE TEXTE DANS A0
	TST.B (A0)              	;SI PAS EGAL A 0
	BNE SEARCHAR3			;ON VA A SEARCHAR3
	MOVE.L #TEXT,PTEXT		;SINON ON REMET POINTEUR DE TEXTE AU DEBUT
					;DU TEXTE A SCROLLER

SEARCHAR3:
	RTS
	
	EVEN
COMPT: DC.W 0			;COMPTEUR 
PTEXT: DC.L 0			;POINTEUR DE TEXTE
;=================================================================

COMPTEUR_CHAR: DC.B 'ABCDEFGHIJ'	;TABLE DES CARACTERES
	       DC.B 'KLMNOPQRST'	;TELS QU'ILS SONT DISPOSES
	       DC.B 'UVWXYZ0123'	;DANS NOTRE IMAGE	
	       DC.B '456789@?!.'
	       DC.B '()#       '
         
	EVEN
FONT1=FONT		;ADRESSES DES LETTRES PAR LIGNES
FONT2=FONT+(1*4*32*40) 
FONT3=FONT+(2*4*32*40)
FONT4=FONT+(3*4*32*40)
FONT5=FONT+(4*4*32*40)
	EVEN 
TABLE_CHAR: 		;ADRESSES DES LETTRES

	DC.L FONT1,FONT1+4,FONT1+8,FONT1+12,FONT1+16,FONT1+20
	DC.L FONT1+24,FONT1+28,FONT1+32,FONT1+36
	DC.L FONT2,FONT2+4,FONT2+8,FONT2+12,FONT2+16,FONT2+20
	DC.L FONT2+24,FONT2+28,FONT2+32,FONT2+36
	DC.L FONT3,FONT3+4,FONT3+8,FONT3+12,FONT3+16,FONT3+20
	DC.L FONT3+24,FONT3+28,FONT3+32,FONT3+36
	DC.L FONT4,FONT4+4,FONT4+8,FONT4+12,FONT4+16,FONT4+20
	DC.L FONT4+24,FONT4+28,FONT4+32,FONT4+36
	DC.L FONT5,FONT5+4,FONT5+8,FONT5+12,FONT5+16,FONT5+20
	DC.L FONT5+24,FONT5+28,FONT5+32,FONT5+36
	EVEN

	EVEN		;TEXTE A SCROLLER

TEXT: 
	DC.B '             '
	DC.B 'DANS CET EXEMPLE POUR POUVEZ VOIR 2 OBJETS A L ECRAN '
	DC.B 'EN 16 COULEURS   ILS SONT CONSTITUE CHACUN DE 2 SPRITES 16 COULEURS '
	DC.B 'DE 16 PIXELS DE LARGE SUR 32 PIXELS DE HAUT MIS COTE A COTE   '
	DC.B 'UN TEST SOMMAIRE DES COLLISIONS ENTRE SPRITES A ETE INSTALLE '
	dc.b '    ',0
fin:
	EVEN
;====================
ANIMATION:		;ROUTINE D'ANIMATION POUR EXEMPLE
			;AVEC TEST SOMMAIRE DES COLLISIONS
	BTST #12,$DFF00E
	BEQ.S PASCOL
	NEG.B PH1
	NEG.B PH2
PASCOL:

	BTST #13,$DFF00E
	BEQ.S PASCOL2
	NEG.B PV1
	NEG.B PV2
PASCOL2:

	BTST #11,$DFF00E
	BEQ.S PASCOL3
	NEG.B PH1
	NEG.B PH2
PASCOL3:

	BTST #10,$DFF00E
	BEQ.S PASCOL4
	NEG.B PV1
	NEG.B PV2
PASCOL4:
	
	
	MOVE.B PV1,D0
	
	ADD.B D0,SPRITE0
	ADD.B D0,SPRITE0+2
	ADD.B D0,SPRITE1
	ADD.B D0,SPRITE1+2
	ADD.B D0,SPRITE2
	ADD.B D0,SPRITE2+2
	ADD.B D0,SPRITE3
	ADD.B D0,SPRITE3+2
	
	MOVE.B SPRITE0,D1
	
	CMP.B #$D8,D1
	BLE OKSP0
	NEG.B D0
OKSP0:
	
	CMP.B #$2A,D1
	BLE OKSP1
	NEG.B D0
OKSP1:

	MOVE.B D0,PV1
	
	MOVE.B PH1,D0
	
	ADD.B D0,SPRITE0+1
	ADD.B D0,SPRITE1+1
	ADD.B D0,SPRITE2+1
	ADD.B D0,SPRITE3+1
	
	MOVE.B SPRITE0+1,D1
	
	CMP.B #$D0,D1
	BLE OKSP2
	NEG.B D0
OKSP2:
	
	CMP.B #$40,D1
	BLE OKSP3
	NEG.B D0
OKSP3:
	
	MOVE.B D0,PH1
	
	MOVE.B PV2,D0
	
	ADD.B D0,SPRITE4
	ADD.B D0,SPRITE4+2
	ADD.B D0,SPRITE5
	ADD.B D0,SPRITE5+2
	ADD.B D0,SPRITE6
	ADD.B D0,SPRITE6+2
	ADD.B D0,SPRITE7
	ADD.B D0,SPRITE7+2
	
	MOVE.B SPRITE4,D1
	
	CMP.B #$d8,D1
	BLE OKSP4
	NEG.B D0
OKSP4:
	
	CMP.B #$2A,D1
	BLE OKSP5
	NEG.B D0
OKSP5:
	
	MOVE.B D0,PV2
	
	MOVE.B PH2,D0
	
	ADD.B D0,SPRITE4+1
	ADD.B D0,SPRITE5+1
	ADD.B D0,SPRITE6+1
	ADD.B D0,SPRITE7+1
	
	MOVE.B SPRITE4+1,D1
	
	CMP.B #$D0,D1
	BLE OKSP6
	NEG.B D0
OKSP6:
	
	CMP.B #$40,D1
	BLE OKSP7
	NEG.B D0
OKSP7:
	
	MOVE.B D0,PH2
	
	
	RTS
	EVEN

PV1:	DC.B 2
PH1:	DC.B 2
PV2:	DC.B -1
PH2:	DC.B -1

;==========================
	EVEN
;CETTE ROUTINE PERMET DE JOUER TOUS LES MODULES DE SOUNDTRACKERS
;DE LA VERSION 1.0 A LA VERSION 2.6  AINSI QUE CERTAINS MODULES
;NOISETRACKER.

INIT_MUSIQUE:			;INITIALISATION DE LA MUSIQUE
mt_init:move.l	mt_rdata(pc),a0
	cmp.l	#"M.K.",$438(a0)
	bne	mt_st20
	lea	mt_forst23(pc),a2
	move.l	a2,mt_forst
	bra	ok1st23
mt_st20:
	lea	mt_forst20(pc),a2
	move.l	a2,mt_forst
ok1st23:	
	add.l	(a2),a0
	moveq	#$7f,d0
	moveq	#0,d1
mt_init1:
	move.l	d1,d2
	subq.w	#1,d0
mt_init2:
	move.b	(a0)+,d1
	cmp.b	d2,d1
	bgt.s	mt_init1
	dbf	d0,mt_init2
	addq.b	#1,d2

mt_init3:
	move.l	mt_rdata(pc),a0
	lea	mt_sample1(pc),a1
	asl.l	#8,d2
	asl.l	#2,d2
	add.l	4(a2),d2
	add.l	a0,d2
	move.l	8(a2),d0
mt_init4:
	move.l	d2,(a1)+
	moveq	#0,d1
	move.w	42(a0),d1
	asl.l	#1,d1
	add.l	d1,d2
	add.l	#$1e,a0
	dbf	d0,mt_init4

	lea	mt_sample1(PC),a0
	moveq	#0,d0
mt_clear:
	move.l	(a0,d0.w),a1
	clr.l	(a1)
	addq.w	#4,d0
	cmp.w	#$7c,d0
	bne.s	mt_clear

	clr.w	$dff0a8
	clr.w	$dff0b8
	clr.w	$dff0c8
	clr.w	$dff0d8
	clr.l	mt_partnrplay
	clr.l	mt_partnote
	clr.l	mt_partpoint
	move.l	mt_rdata(pc),a1
	add.l	12(a2),a1
	move.b	(a1),mt_maxpart+1
	rts

STOP_MUSIQUE:			;ARRET DE LA MUSIQUE
mt_end:	clr.w	$dff0a8
	clr.w	$dff0b8
	clr.w	$dff0c8
	clr.w	$dff0d8
	move.w	#$f,$dff096
	rts

PLAY_MUSIQUE:			;JOUE LA MUSIQUE
mt_music:
	addq.w	#1,mt_counter
mt_cool:cmp.w	#6,mt_counter
	bne.s	mt_notsix
	clr.w	mt_counter
	bra	mt_rout2

mt_notsix:
	lea	mt_aud1temp(PC),a6
	tst.b	3(a6)
	beq.s	mt_arp1
	lea	$dff0a0,a5		
	bsr.s	mt_arprout
mt_arp1:lea	mt_aud2temp(PC),a6
	tst.b	3(a6)
	beq.s	mt_arp2
	lea	$dff0b0,a5
	bsr.s	mt_arprout
mt_arp2:lea	mt_aud3temp(PC),a6
	tst.b	3(a6)
	beq.s	mt_arp3
	lea	$dff0c0,a5
	bsr.s	mt_arprout
mt_arp3:lea	mt_aud4temp(PC),a6
	tst.b	3(a6)
	beq.s	mt_arp4
	lea	$dff0d0,a5
	bra.s	mt_arprout
mt_arp4:rts

mt_arprout:
	move.b	2(a6),d0
	and.b	#$0f,d0
	tst.b	d0
	beq	mt_arpegrt
	cmp.b	#$01,d0
	beq.s	mt_portup
	cmp.b	#$02,d0
	beq.s	mt_portdwn
	cmp.b	#$0a,d0
	beq.s	mt_volslide
	rts

mt_portup:
	moveq	#0,d0
	move.b	3(a6),d0
	sub.w	d0,22(a6)
	cmp.w	#$71,22(a6)
	bpl.s	mt_ok1
	move.w	#$71,22(a6)
mt_ok1:	move.w	22(a6),6(a5)
	rts

mt_portdwn:
	moveq	#0,d0
	move.b	3(a6),d0
	add.w	d0,22(a6)
	cmp.w	#$538,22(a6)
	bmi.s	mt_ok2
	move.w	#$538,22(a6)
mt_ok2:	move.w	22(a6),6(a5)
	rts

mt_volslide:
	moveq	#0,d0
	move.b	3(a6),d0
	lsr.b	#4,d0
	tst.b	d0
	beq.s	mt_voldwn
	add.w	d0,18(a6)
	cmp.w	#64,18(a6)
	bmi.s	mt_ok3
	move.w	#64,18(a6)
mt_ok3:	move.w	18(a6),8(a5)
	rts
mt_voldwn:
	moveq	#0,d0
	move.b	3(a6),d0
	and.b	#$0f,d0
	sub.w	d0,18(a6)
	bpl.s	mt_ok4
	clr.w	18(a6)
mt_ok4:	move.w	18(a6),8(a5)
	rts

mt_arpegrt:
	move.w	mt_counter(PC),d0
	cmp.w	#1,d0
	beq.s	mt_loop2
	cmp.w	#2,d0
	beq.s	mt_loop3
	cmp.w	#3,d0
	beq.s	mt_loop4
	cmp.w	#4,d0
	beq.s	mt_loop2
	cmp.w	#5,d0
	beq.s	mt_loop3
	rts

mt_loop2:
	moveq	#0,d0
	move.b	3(a6),d0
	lsr.b	#4,d0
	bra.s	mt_cont
mt_loop3:
	moveq	#$00,d0
	move.b	3(a6),d0
	and.b	#$0f,d0
	bra.s	mt_cont
mt_loop4:
	move.w	16(a6),d2
	bra.s	mt_endpart
mt_cont:
	add.w	d0,d0
	moveq	#0,d1
	move.w	16(a6),d1
	lea	mt_arpeggio(PC),a0
mt_loop5:
	move.w	(a0,d0),d2
	cmp.w	(a0),d1
	beq.s	mt_endpart
	addq.l	#2,a0
	bra.s	mt_loop5
mt_endpart:
	move.w	d2,6(a5)
	rts

mt_rout2:
	move.l	mt_rdata(pc),a0
	move.l	a0,a3
	add.l	#$0c,a3
	move.l	a0,a2
	move.l	mt_forst,a4
	add.l	(a4),a2
	add.l	16(a4),a0
	move.l	mt_partnrplay(PC),d0
	moveq	#0,d1
	move.b	(a2,d0),d1
	asl.l	#8,d1
	asl.l	#2,d1
	add.l	mt_partnote(PC),d1
	move.l	d1,mt_partpoint
	clr.w	mt_dmacon

	lea	$dff0a0,a5
	lea	mt_aud1temp(PC),a6
	bsr	mt_playit
	lea	$dff0b0,a5
	lea	mt_aud2temp(PC),a6
	bsr	mt_playit
	lea	$dff0c0,a5
	lea	mt_aud3temp(PC),a6
	bsr	mt_playit
	lea	$dff0d0,a5
	lea	mt_aud4temp(PC),a6
	bsr	mt_playit
	move.w	#$01f4,d0
mt_rls:	dbf	d0,mt_rls

	move.w	#$8000,d0
	or.w	mt_dmacon,d0
	move.w	d0,$dff096

	lea	mt_aud4temp(PC),a6
	cmp.w	#1,14(a6)
	bne.s	mt_voice3
	move.l	10(a6),$dff0d0
	move.w	#1,$dff0d4
mt_voice3:
	lea	mt_aud3temp(PC),a6
	cmp.w	#1,14(a6)
	bne.s	mt_voice2
	move.l	10(a6),$dff0c0
	move.w	#1,$dff0c4
mt_voice2:
	lea	mt_aud2temp(PC),a6
	cmp.w	#1,14(a6)
	bne.s	mt_voice1
	move.l	10(a6),$dff0b0
	move.w	#1,$dff0b4
mt_voice1:
	lea	mt_aud1temp(PC),a6
	cmp.w	#1,14(a6)
	bne.s	mt_voice0
	move.l	10(a6),$dff0a0
	move.w	#1,$dff0a4
mt_voice0:
	move.l	mt_partnote(PC),d0
	add.l	#$10,d0
	move.l	d0,mt_partnote
	cmp.l	#$400,d0
	bne.s	mt_stop
mt_higher:
	clr.l	mt_partnote
	addq.l	#1,mt_partnrplay
	moveq	#0,d0
	move.w	mt_maxpart(PC),d0
	move.l	mt_partnrplay(PC),d1
	cmp.l	d0,d1
	bne.s	mt_stop
	clr.l	mt_partnrplay
mt_stop:tst.w	mt_status
	beq.s	mt_stop2
	clr.w	mt_status
	bra.s	mt_higher
mt_stop2:
	rts

mt_playit:
	move.l	(a0,d1.l),(a6)
	addq.l	#4,d1
	moveq	#0,d2
	move.b	2(a6),d2
	and.b	#$f0,d2
	lsr.b	#4,d2

	move.b	(a6),d0
	and.b	#$f0,d0
	or.b	d0,d2
	tst.b	d2
	beq.s	mt_nosamplechange

	moveq	#0,d3
	lea	mt_samples(PC),a1
	move.l	d2,d4
	lsl.l	#2,d2
	mulu	#$1e,d4
	move.l	(a1,d2),4(a6)
	move.w	(a3,d4.l),8(a6)
	move.w	2(a3,d4.l),18(a6)
	move.w	4(a3,d4.l),d3
	tst.w	d3
	beq.s	mt_displace
	move.l	4(a6),d2
	add.l	d3,d2
	move.l	d2,4(a6)
	move.l	d2,10(a6)
	move.w	6(a3,d4.l),8(a6)
	move.w	6(a3,d4.l),14(a6)
	move.w	18(a6),8(a5)
	bra.s	mt_nosamplechange

mt_displace:
	move.l	4(a6),d2
	add.l	d3,d2
	move.l	d2,10(a6)
	move.w	6(a3,d4.l),14(a6)
	move.w	18(a6),8(a5)
mt_nosamplechange:
	move.w (a6),d0
	andi.w #$fff,d0			;it's the bug
	tst.w	d0			;of the real
	beq.s	mt_retrout		;source replay
	move.w	(a6),16(a6)
	move.w	20(a6),$dff096
	move.l	4(a6),(a5)
	move.w	8(a6),4(a5)
	move.w	(a6),d0
	andi.w #$fff,d0			;second bug
	move.w d0,6(a5)			;of the source
	move.w	20(a6),d0
	or.w	d0,mt_dmacon

mt_retrout:
	tst.w	(a6)
	beq.s	mt_nonewper
	move.w	(a6),22(a6)

mt_nonewper:
	move.b	2(a6),d0
	and.b	#$0f,d0
	cmp.b	#$0b,d0
	beq.s	mt_posjmp
	cmp.b	#$0c,d0
	beq.s	mt_setvol
	cmp.b	#$0d,d0
	beq.s	mt_break
	cmp.b	#$0e,d0
	beq.s	mt_setfil
	cmp.b	#$0f,d0
	beq.s	mt_setspeed
	rts

mt_posjmp:
	not.w	mt_status
	moveq	#0,d0
	move.b	3(a6),d0
	subq.b	#1,d0
	move.l	d0,mt_partnrplay
	rts

mt_setvol:
	move.b	3(a6),8(a5)
	rts

mt_break:
	not.w	mt_status
	rts

mt_setfil:
	moveq	#0,d0
	move.b	3(a6),d0
	and.b	#1,d0
	rol.b	#1,d0
	and.b	#$fd,$bfe001
	or.b	d0,$bfe001
	rts

mt_setspeed:
	move.b	3(a6),d0
	and.b	#$0f,d0
	beq.s	mt_back
	clr.w	mt_counter
	move.b	d0,mt_cool+3
mt_back:rts

mt_aud1temp:
	dcb.w	10,0
	dc.w	1
	dcb.w	2,0
mt_aud2temp:
	dcb.w	10,0
	dc.w	2
	dcb.w	2,0
mt_aud3temp:
	dcb.w	10,0
	dc.w	4
	dcb.w	2,0
mt_aud4temp:
	dcb.w	10,0
	dc.w	8
	dcb.w	2,0
mt_partnote:	dc.l	0
mt_partnrplay:	dc.l	0
mt_counter:	dc.w	0
mt_partpoint:	dc.l	0
mt_samples:	dc.l	0
mt_sample1:	dcb.l	31,0
mt_maxpart:	dc.w	0
mt_dmacon:	dc.w	0
mt_status:	dc.w	0
mt_forst:	dc.l	0

mt_forst20:	dc.l 472,600,14,470,600
mt_forst23:	dc.l $3b8,$438,$1e,$3b6,$43c
mt_arpeggio:
	dc.w $0358,$0328,$02fa,$02d0,$02a6,$0280,$025c
	dc.w $023a,$021a,$01fc,$01e0,$01c5,$01ac,$0194,$017d
	dc.w $0168,$0153,$0140,$012e,$011d,$010d,$00fe,$00f0
	dc.w $00e2,$00d6,$00ca,$00be,$00b4,$00aa,$00a0,$0097
	dc.w $008f,$0087,$007f,$0078,$0071,$0000,$0000,$0000
mt_rdata:	dc.l mt_data
;====================
	EVEN				;NOTRE LISTE COPPER
NEWCOPPER:   
	DC.W $008E,$2881,$0090,$28C1
	DC.W $0092,$0038
	DC.W $0094,$00D0
	DC.W $100,0
	DC.W $102,0
	DC.W $104,$F0

;POINTEURS D'ADRESSE DES SPRITES

		DC.W $120
SPRITE0_HI:	DC.W 0
		DC.W $122
SPRITE0_LO:	DC.W 0

		DC.W $124
SPRITE1_HI:	DC.W 0
		DC.W $126
SPRITE1_LO:	DC.W 0
	
		DC.W $128
SPRITE2_HI:	DC.W 0
		DC.W $12A
SPRITE2_LO:	DC.W 0
	
		DC.W $12C
SPRITE3_HI:	DC.W 0
		DC.W $12E
SPRITE3_LO:	DC.W 0
	
		DC.W $130
SPRITE4_HI:	DC.W 0
		DC.W $132
SPRITE4_LO:	DC.W 0
	
		DC.W $134
SPRITE5_HI:	DC.W 0
		DC.W $136
SPRITE5_LO:	DC.W 0
	
		DC.W $138
SPRITE6_HI:	DC.W 0
		DC.W $13A
SPRITE6_LO:	DC.W 0
	
		DC.W $13C
SPRITE7_HI:	DC.W 0
		DC.W $13E
SPRITE7_LO:	DC.W 0



;COULEURS DE L'IMAGE

	DC.W	$0180,$0220,$0182,$0334,$0184,$0000,$0186,$0FFF
	DC.W	$0188,$0D96,$018A,$0536,$018C,$006B,$018E,$009F
	DC.W	$0190,$00CF,$0192,$0656,$0194,$0977,$0196,$0424
	DC.W	$0198,$0058,$019A,$0046,$019C,$007F,$019E,$0B43

;COULEURS DES SPRITES 16 COULEURS

	DC.W	$01A0,$0000
	DC.W	$01A2,$0015
	DC.W	$01A4,$0135
	DC.W	$01A6,$0246
	DC.W	$01A8,$0468	
	DC.W	$01AA,$068A
	DC.W	$01AC,$08AC
	DC.W	$01AE,$0ACE
	DC.W	$01B0,$0310	
	DC.W	$01B2,$0DA2
	DC.W	$01B4,$0C70
	DC.W	$01B6,$0B50
	DC.W	$01B8,$0A40	
	DC.W	$01BA,$0830
	DC.W	$01BC,$0520
	DC.W	$01BE,$0DEF


	DC.W $2911,$FFFE,$100,0		;RESOLUTION A 0
	DC.W $108,120			;MODULO ENTRELACE =
	DC.W $10A,120			;(LARGEUR ECRAN - 40)+(NOMBRE DE PLANS - 1)* 40

		DC.W $00E0		;POINTEURS ADRESSES ECRAN D'AFFICHAGE
IMAGE_HI1:	DC.W 0	
		DC.W $00E2
IMAGE_LO1:    	DC.W 0 
		DC.W $00E4
IMAGE_HI2:    	DC.W 0	
		DC.W $00E6
IMAGE_LO2:    	DC.W 0 
		DC.W $00E8
IMAGE_HI3:    	DC.W 0	
		DC.W $00EA
IMAGE_LO3:    	DC.W 0
		DC.W $00EC
IMAGE_HI4:    	DC.W 0	
		DC.W $00EE
IMAGE_LO4:    	DC.W 0


	DC.W $2a11,$FFFE,$100,$4200	;MET RESOLUTION  DUAL PLAYFIELD

	dc.w $ffDF,$fffe		;PASSAGE EN PAL


	DC.W $0811,$FFFE,$0100,0	;MET RESOLUTION A 0

;COULEURS DES CARACTERES DU SCROLLTEXT

	dc.w	$0180,$0000,$0182,$0fff,$0184,$0cce,$0186,$0aac
	dc.w	$0188,$077b,$018a,$055a,$018c,$0448,$018e,$0227
	dc.w	$0190,$0116,$0192,$0014,$0194,$0003,$0196,$0ccc
	dc.w	$0198,$0999,$019a,$0666,$019c,$0333,$019e,$0000

	DC.W $0092,$0030	;PASSAGE EN OVERSCAN
	DC.W $0094,$00D8
	DC.W $008E,$2871,$0090,$28D1

	DC.W $108,160-4		;MODULO ENTRELACE OVERSCAN
	DC.W $10A,160-4		;(LARGEUR ECRAN - 40)+(NOMBRE DE PLANS - 1)* 40 - 4
			

		DC.W $00E0
SCROLL_HI1:	DC.W 0	
		DC.W $00E2
SCROLL_LO1:	DC.W 0
		DC.W $00E4
SCROLL_HI2:	DC.W 0
		DC.W $00E6
SCROLL_LO2:	DC.W 0
		DC.W $00E8
SCROLL_HI3:	DC.W 0  
		DC.W $00EA
SCROLL_LO3:	DC.W 0
		DC.W $00EC
SCROLL_HI4:	DC.W 0
		DC.W $00EE
SCROLL_LO4:	DC.W 0

	DC.W $0911,$FFFE,$0100,$4200		;MET RESOLUTION A 4 PLANS

	DC.L $FFFFFFFE 				;FIN LISTE COPPER

	EVEN

SPRITE0:
	DC.W 	$2B70		;$2B POSITION Y
				;$70 POSITION X
	DC.W	$2B00+($100*32)	;$2B POSITION Y
				;32 HAUTEUR SPRITE
	
	DC.W	$0000,$000F,$0008,$0038,$002F,$00E1,$00B7,$038F
	DC.W	$02DC,$063C,$053E,$0CFF,$0AFC,$19FF,$05FC,$13FF
	DC.W	$13FD,$07FE,$2BF8,$17FF,$23F1,$7FFE,$23E3,$7FFC
	DC.W	$73C5,$DFFA,$390A,$9FF5,$2C15,$9FEB,$2607,$9FFE
	DC.W	$55FF,$2BF8,$7ABF,$0540,$03FF,$0000,$103F,$C000
	DC.W	$1FBF,$4000,$0FDF,$6000,$15CD,$3000,$0AAA,$3800
	DC.W	$094D,$1800,$042A,$1C00,$0308,$0F00,$0218,$0400
	DC.W	$01F0,$0000,$003F,$007F,$0007,$003F,$0000,$000F
	
	DC.W	0,0	;FIN STRUCTURE SPRITE

SPRITE1:
	dc.w 	$2B70			;$2B POSITION Y
					;$70 POSITION X
	DC.W	$2b00+($100*32)+$80	;$2B POSITION Y
					;32 HAUTEUR SPRITE
					;$80 = SPRITE 16 COULEURS
	
;LE SPRITE 1 EST ATTACHE AU SPRITE 0 POUR FORMER UN SPRITE 16 COULEURS
;LES COORDONNEES DOIVENT ETRE IDENTIQUES
		
	dc.w	$0000,$0000,$0007,$0000,$001e,$0001,$0078,$0007
	dc.w	$01e3,$001f,$03ff,$0000,$07ff,$0018,$0fff,$0038
	dc.w	$1fff,$3070,$2fff,$30e0,$07ff,$39c0,$07ff,$3980
	dc.w	$23ff,$1c00,$61ff,$1e00,$707c,$0f83,$7801,$07fe
	dc.w	$7e07,$81f8,$7fff,$f000,$7fff,$ff80,$3fff,$0fc0
	dc.w	$3fff,$0060,$1fff,$0030,$0fff,$0038,$07ff,$0018
	dc.w	$07ff,$0018,$03ff,$0018,$00ff,$0038,$07ff,$07f8
	dc.w	$01ff,$03f0,$0000,$0080,$0000,$0000,$0000,$0000
	
	DC.W	0,0
	
SPRITE2:
	dc.w 	$2B78,$2b00+($100*32)
	dc.w	$0000,$e000,$d000,$c800,$b800,$8700,$7900,$01c0
	dc.w	$7cc0,$80c0,$be40,$4050,$7f00,$8048,$bf70,$4038
	dc.w	$7fd0,$809c,$bf98,$409c,$7f18,$811e,$bc1c,$7e1e
	dc.w	$a71c,$201f,$ff7c,$007b,$fdc4,$0003,$febc,$0007
	dc.w	$fd4c,$000f,$fa8c,$000f,$f50c,$040f,$ee8c,$060f
	dc.w	$d30c,$020c,$a818,$021e,$521c,$0318,$aa9c,$0398
	dc.w	$5140,$01c0,$8130,$01e8,$01e0,$01d0,$0640,$0620
	dc.w	$1f80,$1e40,$f800,$ff00,$e000,$fc00,$0000,$f000
	
	DC.W	0,0
	
SPRITE3:
	dc.w	$2B78,$2B00+($100*32)+$80
	dc.w	$6000,$7000,$3800,$fc00,$7800,$f800,$fe00,$e000
	dc.w	$ff00,$0020,$ff90,$0030,$ffc0,$0070,$ffc0,$0040
	dc.w	$ff60,$00c0,$ff60,$0080,$fee0,$0180,$81e0,$7f80
	dc.w	$dfe0,$3f80,$ff84,$01fc,$fffc,$00fc,$fff8,$0038
	dc.w	$fff0,$0000,$fff0,$0400,$fbf0,$0600,$f9f0,$0600
	dc.w	$fdf0,$0602,$fde6,$0706,$fce4,$0784,$fc64,$07c4
	dc.w	$fe38,$07f8,$fe10,$03f0,$fe20,$03e0,$f9c0,$01c0
	dc.w	$e180,$0180,$0100,$0180,$0000,$0000,$0000,$0000
	
	DC.W	0,0

SPRITE4:
	dc.w	$9bC0,$9b00+($100*32)
	dc.w	$0000,$000f,$0008,$0038,$002f,$00e1,$00b7,$038f
	dc.w	$02dc,$063c,$053e,$0cff,$0afc,$19ff,$05fc,$13ff
	dc.w	$13fd,$07fe,$2bf8,$17ff,$23f1,$7ffe,$23e3,$7ffc
	dc.w	$73c5,$dffa,$390a,$9ff5,$2c15,$9feb,$2607,$9ffe
	dc.w	$55ff,$2bf8,$7abf,$0540,$03ff,$0000,$103f,$c000
	dc.w	$1fbf,$4000,$0fdf,$6000,$15cd,$3000,$0aaa,$3800
	dc.w	$094d,$1800,$042a,$1c00,$0308,$0f00,$0218,$0400
	dc.w	$01f0,$0000,$003f,$007f,$0007,$003f,$0000,$000f
	
	DC.W	0,0

SPRITE5:
	dc.w	$9BC0,$9B00+($100*32)+$80
	dc.w	$0000,$0000,$0007,$0000,$001e,$0001,$0078,$0007
	dc.w	$01e3,$001f,$03ff,$0000,$07ff,$0018,$0fff,$0038
	dc.w	$1fff,$3070,$2fff,$30e0,$07ff,$39c0,$07ff,$3980
	dc.w	$23ff,$1c00,$61ff,$1e00,$707c,$0f83,$7801,$07fe
	dc.w	$7e07,$81f8,$7fff,$f000,$7fff,$ff80,$3fff,$0fc0
	dc.w	$3fff,$0060,$1fff,$0030,$0fff,$0038,$07ff,$0018
	dc.w	$07ff,$0018,$03ff,$0018,$00ff,$0038,$07ff,$07f8
	dc.w	$01ff,$03f0,$0000,$0080,$0000,$0000,$0000,$0000
	
	DC.W	0,0

SPRITE6:
	dc.w	$9BC8,$9B00+($100*32)
	dc.w	$0000,$e000,$d000,$c800,$b800,$8700,$7900,$01c0
	dc.w	$7cc0,$80c0,$be40,$4050,$7f00,$8048,$bf70,$4038
	dc.w	$7fd0,$809c,$bf98,$409c,$7f18,$811e,$bc1c,$7e1e
	dc.w	$a71c,$201f,$ff7c,$007b,$fdc4,$0003,$febc,$0007
	dc.w	$fd4c,$000f,$fa8c,$000f,$f50c,$040f,$ee8c,$060f
	dc.w	$d30c,$020c,$a818,$021e,$521c,$0318,$aa9c,$0398
	dc.w	$5140,$01c0,$8130,$01e8,$01e0,$01d0,$0640,$0620
	dc.w	$1f80,$1e40,$f800,$ff00,$e000,$fc00,$0000,$f000
	
	DC.W	0,0
	
SPRITE7:
	dc.w	$9BC8,$9B00+($100*32)+$80
	dc.w	$6000,$7000,$3800,$fc00,$7800,$f800,$fe00,$e000
	dc.w	$ff00,$0020,$ff90,$0030,$ffc0,$0070,$ffc0,$0040
	dc.w	$ff60,$00c0,$ff60,$0080,$fee0,$0180,$81e0,$7f80
	dc.w	$dfe0,$3f80,$ff84,$01fc,$fffc,$00fc,$fff8,$0038
	dc.w	$fff0,$0000,$fff0,$0400,$fbf0,$0600,$f9f0,$0600
	dc.w	$fdf0,$0602,$fde6,$0706,$fce4,$0784,$fc64,$07c4
	dc.w	$fe38,$07f8,$fe10,$03f0,$fe20,$03e0,$f9c0,$01c0
	dc.w	$e180,$0180,$0100,$0180,$0000,$0000,$0000,$0000
	
	DC.W	0,0
	
FINDEMO:
