;SLIPRESCUE

	section crap,code_c		; Use Chip Memory
	opt	c-,o+			; No Case Sensitivity, Optimize on

	move.l	4.w,a6			; Get Execbase
	jsr	-132(a6)		; Turn off Muli-tasking (Forbid)
	jsr	init_music
	lea	gfxlib,a1		
	moveq	#0,d0
	move.l	4.w,a6
	jsr	-$228(a6)		; Open graphics library
	tst	d0
	beq	error
	move.l	d0,gfxbse
	move.l	#screen,d0		; Store Screen address in Copper list
	move.w	d0,pl0l
	swap	d0
	move.w	d0,pl0h
	move.l	#screen3,d0		; Store Screen address in Copper list
	move.w	d0,pl1l
	swap	d0
	move.w	d0,pl1h
	move.l	#screen2,d0			; Size of one Bitplane
	move.w	d0,pl2l			; Second Bitplane
	swap	d0
	move.w	d0,pl2h

 move.l #sprite0,d0
 move.w d0,sp0l
 swap d0
 move.w d0,sp0h

	lea	$dff180,a0
	move.w	#31,d0
clear:	move.w	#$0,(a0)+
	dbf	d0,clear

	move.l	gfxbse,a6		; Set up copper list
	add.l	#$32,a6
	move.w	#$80,$dff096
	move.l	(a6),oldcpr		; Store workbench copper list
	move.l	#newcpr,(a6)		; Use our copper list
	move.w	#$8080,$dff096
	move.w	#$8010,$dff09a		; Enable level 3 interrupt
	move.l	$6c.w,old		; Store old level 3 interrupt
	move.l	#new,$6c.w		; Use our interrupt
	bset	#1,$bfe001

	move.w #0,$dff042			; nothing set in BLTCON1

	****************
	* Blit plane 2 *
	****************

	lea screen3+(10*48)+6,a2	; Destination
	lea logo+(82*40),a0		; Source
blitready4x
	btst #14,$dff002
	bne.s blitready4x

	move.l	a0,$dff050
	move.l	a2,$dff054
	move.l	#$ffffffff,$dff044
	move.w	#8,$dff066
	move.w	#0,$dff064
	move.w	#%0000100111110000,$dff040
	move.w	#0,$dff042
	move.w	#%1010001010100,$dff058

	lea scr3+(10*48)+6,a2	; Destination
	lea logo+(82*40),a0		; Source
blitready4x2
	btst #14,$dff002
	bne.s blitready4x2

	move.l	a0,$dff050
	move.l	a2,$dff054
	move.l	#$ffffffff,$dff044
	move.w	#8,$dff066
	move.w	#0,$dff064
	move.w	#%0000100111110000,$dff040
	move.w	#0,$dff042
	move.w	#%1010001010100,$dff058

	*****************
	* Blit plane 1 *
	*****************

	lea screen+(10*48)+6,a2	; Destination
	lea logo,a0			; Source
blitready4y
	btst #14,$dff002
	bne.s blitready4y

	move.l	a0,$dff050
	move.l	a2,$dff054
	move.l	#$ffffffff,$dff044
	move.w	#8,$dff066
	move.w	#0,$dff064
	move.w	#%0000100111110000,$dff040
	move.w	#0,$dff042
	move.w	#%1010001010100,$dff058

	*****************
	* Blit plane 3 *
	*****************

	lea screen2+(10*48)+6,a2	; Destination
	lea logo+(164*40),a0			; Source
blitready4yac
	btst #14,$dff002
	bne.s blitready4yac

	move.l	a0,$dff050
	move.l	a2,$dff054
	move.l	#$ffffffff,$dff044
	move.w	#8,$dff066
	move.w	#0,$dff064
	move.w	#%0000100111110000,$dff040
	move.w	#0,$dff042
	move.w	#%1010001010100,$dff058

	lea scr2+(10*48)+6,a2	; Destination
	lea logo+(164*40),a0			; Source
blitready4yac2
	btst #14,$dff002
	bne.s blitready4yac2

	move.l	a0,$dff050
	move.l	a2,$dff054
	move.l	#$ffffffff,$dff044
	move.w	#8,$dff066
	move.w	#0,$dff064
	move.w	#%0000100111110000,$dff040
	move.w	#0,$dff042
	move.w	#%1010001010100,$dff058

wait:	btst	#6,$bfe001		; Test for left mouse button
	bne.s	wait			; Wait if not pressed
	bclr	#1,$bfe001
	jsr	end_music
	move.l	old,$6c.w		; Else return to workbench
	move.l	#$10,$dff09a		; Disable copper interrupt
	move.l	gfxbse,a6		; Copper list
	add.l	#$32,a6
	move.w	#$0080,$dff096
	move.l	oldcpr,(a6)
	move.w	#$8080,$dff096
	move.l	gfxbse,a1		; Close graphics library
	move.l	$4.w,a6
	jsr	-$19e(a6)
	move.l	$4.w,a6			; Execbase
	jsr	-138(a6)		; Permit - Restart multi-tasking
error:	moveq	#0,d0			; Exit routine
	rts

	*****************************************
	* Text, following control codes work... *
	*					*
	* @  Stops Scroller.			*
	* (( Fades Bob Cols Off.		*
	* )) Fades Bob Cols On.			*
	* $  Changes to Coke Can.		*
	* %  Changes to Lager Glass.		*
	* ^  Changes to Ice Cream.		*
	* &  Changes to Candle.			*
	*****************************************

text1:	dc.b	"   MAGNETIC FIELDS "
	DC.B	"ARE ONE YEAR OLD TODAY!!!! "
	dc.b	"(( & ))              "
	DC.B	"TO CELEBRATE THIS EVENT WE PRESENT OUR "
	DC.B	"BIRTHDAY PARTY DEMO....         "
	dc.b	"CODING BY          "
	DC.B	"SPOOK   @ "
	dc.b	"GRAPHICS BY          "
	DC.B	"ANZ    @ "
	dc.b	"MUSIC BY          "
	DC.B	"J. HIPPEL @               "
	dcb.b	5000,0

cpoint:	dc.l	cols

fade1:	dc.w	$c00
fade2:	dc.w	$eee
fade3:	dc.w	$888

cols:
	dc.w	$f00,0
	dc.w	$f10,0,$f20,0,$f30,0,$f40,0,$f50,0,$f60,0,$f70,0,$f80,0
	dc.w	$f90,0,$fa0,0,$fb0,0,$fc0,0,$fd0,0,$fe0,0,$ff0,0
	dc.w	$ef0,0,$df0,0,$cf0,0,$bf0,0,$af0,0,$9f0,0,$8f0,0,$7f0,0
	dc.w	$6f0,0,$5f0,0,$4f0,0,$3f0,0,$2f0,0,$1f0,0,$0f0,0
	dc.w	$0f1,0,$0f2,0,$0f3,0,$0f4,0,$0f5,0,$0f6,0,$0f7,0,$0f8,0
	dc.w	$0f9,0,$0fa,0,$0fb,0,$0fc,0,$0fd,0,$0fe,0,$0ff,0
	dc.w	$0ef,0,$0df,0,$0cf,0,$0bf,0,$0af,0,$09f,0,$08f,0,$07f,0
	dc.w	$06f,0,$05f,0,$04f,0,$03f,0,$02f,0,$01f,0,$00f,0
	dc.w	$10f,0,$20f,0,$30f,0,$40f,0,$50f,0,$60f,0,$70f,0,$80f,0
	dc.w	$90f,0,$a0f,0,$b0f,0,$c0f,0,$d0f,0,$e0f,0,$f0f,0
	dc.w	$f0e,0,$f0d,0,$f0c,0,$f0b,0,$f0a,0,$f09,0,$f08,0,$f07,0
	dc.w	$f06,0,$f05,0,$f04,0,$f03,0,$f02,0,$f01,0
	dc.w	$f00,0
	dc.w	$f10,0,$f20,0,$f30,0,$f40,0,$f50,0,$f60,0,$f70,0,$f80,0
	dc.w	$f90,0,$fa0,0,$fb0,0,$fc0,0,$fd0,0,$fe0,0,$ff0,0
	dc.w	$ef0,0,$df0,0,$cf0,0,$bf0,0,$af0,0,$9f0,0,$8f0,0,$7f0,0
	dc.w	$6f0,0,$5f0,0,$4f0,0,$3f0,0,$2f0,0,$1f0,0,$0f0,0
	dc.w	$0f1,0,$0f2,0,$0f3,0,$0f4,0,$0f5,0,$0f6,0,$0f7,0,$0f8,0
	dc.w	$0f9,0,$0fa,0,$0fb,0,$0fc,0,$0fd,0,$0fe,0,$0ff,0
	dc.w	$0ef,0,$0df,0,$0cf,0,$0bf,0,$0af,0,$09f,0,$08f,0,$07f,0
	dc.w	$06f,0,$05f,0,$04f,0,$03f,0,$02f,0,$01f,0,$00f,0
	dc.w	$10f,0,$20f,0,$30f,0,$40f,0,$50f,0,$60f,0,$70f,0,$80f,0
	dc.w	$90f,0,$a0f,0,$b0f,0,$c0f,0,$d0f,0,$e0f,0,$f0f,0
	dc.w	$f0e,0,$f0d,0,$f0c,0,$f0b,0,$f0a,0,$f09,0,$f08,0,$f07,0
	dc.w	$f06,0,$f05,0,$f04,0,$f03,0,$f02,0,$f01,0

	dc.w	$ffff

pause:	dc.w	0

speed:	dc.w	%0010000000000000

sine1p:	dc.l	sine1
sine1q:	dc.l	sine1
sine1:	dc.b	83,84,85,86,87,88,88,89,89,90,90,90,90,90,90,89,89
	dc.b	88,88,87,86,85,84,83,81,80,79,77,75,74,72,70,68,66
	dc.b	64,62,60,58,56,54,51,49,47,45,42,40,38,36,34,31,29
	dc.b	27,25,23,21,19,17,16,14,12,11,10,8,7,6,5,4,3,2,2,1
	dc.b	1,0,0,0,0,0,0,1,1,2,3,3,4,5,6,8,9,10,12,13,15,17,18
	dc.b	20,22,24,26,28,30,32,35,37,39,41,44,46,48,50,52,55
	dc.b	57,59,61,63,65,67,69,71,73,75,76,78,79,81,82
s1e:	dc.b	99,99,99,99,99,99,99,99,99
sine1l=s1e-sine1

sine2p:	dc.l	sine2
sine2q:	dc.l	sine2
sine2:	dc.b	83,85,87,88,89,90,90,90,89,88,86,84,81,79,75,72,68
	dc.b	64,60,56,51,47,42,38,34,29,25,21,17,14,11,8,6,4,2,1
	dc.b	0,0,0,1,2,3,5,8,10,13,17,20,24,28,32,37,41,46,50,55
	dc.b	59,63,67,71,75,78,81
s2e:	dc.b	99,99,99,99,99,99,99,99,99,99
sine2l=s2e-sine2

sine3p:	dc.l	sine3
sine3q:	dc.l	sine3
sine3:	dc.b	83,84,85,86,87,88,88,89,89,90,90,90,90,90,90,89,89
	dc.b	88,88,87,86,85,84,83,81,80,79,77,75,74,72,70,68,66
	dc.b	64,62,60,58,56,54,51,49,47,45,42,40,38,36,34,31,29
	dc.b	27,25,23,21,19,17,16,14,12,11,10,8,7,6,5,4,3,2,2,1
	dc.b	1,0,0,0,0,0,0,1,1,2,3,3,4,5,6,8,9,10,12,13,15,17,18
	dc.b	20,22,24,26,28,30,32,35,37,39,41,44,46,48,50,52,55
	dc.b	57,59,61,63,65,67,69,71,73,75,76,78,79,81,82
s3e	dc.b	99,99,99,99,99,99,99,99,99,99,99
sine3l=s3e-sine3

	dc.b	84,87,89,90,89,85,81,75,68,60,51,42,34,25,17,11,6,2
	dc.b	0,0,2,5,10,17,24,32,41,50,59,67,75,81,99,99,99,99,99

sine4p:	dc.l	sine4
sine4q:	dc.l	sine4
sine4:	dc.b	83,88,90,88,81,72,60,47,34,21,11,4,0,1,5,13,24,37,50
	dc.b	63,75
s4e:	dc.b	99,99,99,99,99,99,99,99,99
sine4l=s4e-sine4

bval1:	dc.w	1
bval2:	dc.w	2
bval3:	dc.w	2
bval4:	dc.w	8
bval5:	dc.w	5
bval6:	dc.w	6

count:	dc.w	0
aaa:	dc.w	0

new:	movem.l	d0-d7/a0-a6,-(sp)	; Save all registers
	and.w	#$10,$dff01e		; Check if it is copper interrupt
	beq	out			; If not, skip this code
	move.w	#$10,$dff09c

;	**********************************************************
;	***          This is where the code goes!!!!           ***
;	**********************************************************
	jsr	switchscreen

	move.l	current,d0		; Store Screen address in Copper list
	move.w	d0,pl1l
	swap	d0
	move.w	d0,pl1h

	move.l	current1,d0		; Store Screen address in Copper list
	move.w	d0,pl2l
	swap	d0
	move.w	d0,pl2h

	jsr	blitclear2	; Start the blitter clearing!

blitready9
	btst #14,$dff002
	bne.s blitready9

	move.l	#0,d6
	move.l	#-1,$dff044
	move.l	sine1q,a0
	move.w	bval1,d6
	add.l	d6,a0
	cmp.b	#99,(a0)
	bne.s	ok2
	lea	sine1,a0
ok2	move.l	a0,sine1q
	move.l	sine1q,sine1p
	move.b	(a0)+,d1

	move.l	#0,d2
	move.l	sine2q,a0
	move.w	bval2,d6
	add.l	d6,a0
	cmp.b	#99,(a0)
	bne.s	ok3
	sub.l	#sine2l,a0
ok3	move.l	a0,sine2q
	move.l	sine2q,sine2p
	move.b	(a0)+,d2

	move.l	#0,d5
	move.l	sine3q,a0
	move.w	bval3,d6
	add.l	d6,a0
	cmp.b	#99,(a0)
	bne.s	ok5
	sub.l	#sine3l,a0
ok5	move.l	a0,sine3q
	move.l	sine3q,sine3p

	move.w	#5,d0			; No. of Bobs-1
kkk	move.l	#0,d1
	move.l	#0,d6
	move.l	sine1p,a0
	move.w	bval4,d6
	add.l	d6,a0
	cmp.b	#99,(a0)
	bne.s	ok1
	sub.l	#sine1l,a0
ok1	move.l	a0,sine1p
	move.b	(a0),d1

	move.l	#0,d5
	move.l	sine3p,a0
	move.w	bval5,d6
	add.l	d6,a0
	cmp.b	#99,(a0)
	bne.s	ok5a
	sub.l	#sine3l,a0
ok5a	move.l	a0,sine3p
	move.b	(a0),d5

	move.l	#0,d2
	move.l	sine2p,a0
	move.w	bval6,d6
	add.l	d6,a0
	cmp.b	#99,(a0)
	bne.s	ok6
	sub.l	#sine2l,a0
ok6	move.l	a0,sine2p
	move.b	(a0),d2

	add.l	d5,d2
	jsr bob

	dbf	d0,kkk

	**********************
	*** Test for Fades ***
	**********************

	move.l	tpoi1,a0
	move.b	(a0)+,d0
	cmp.b	#"(",d0
	bne	nofoff
	lea	bobcols+2,a0
	move.w	(A0),d1
	move.w	#0,(a0)
	move.w	d1,d0
	and.w	#%0000111100000000,d0
	tst.w	d0
	beq.s	no1
	sub.w	#%0000000100000000,d0
no1:	move.w	d0,(a0)
	move.w	d1,d0
	and.w	#%0000000011110000,d0
	tst.w	d0
	beq.s	no2
	sub.w	#%0000000000010000,d0
no2:	or.w	d0,(a0)
	move.w	d1,d0
	and.w	#%0000000000001111,d0
	tst.w	d0
	beq.s	no3
	sub.w	#%0000000000000001,d0
no3:	or.w	d0,(a0)

	lea	bobcols+6,a0
	move.w	(A0),d1
	move.w	#0,(a0)
	move.w	d1,d0
	and.w	#%0000111100000000,d0
	tst.w	d0
	beq.s	no1a
	sub.w	#%0000000100000000,d0
no1a:	move.w	d0,(a0)
	move.w	d1,d0
	and.w	#%0000000011110000,d0
	tst.w	d0
	beq.s	no2a
	sub.w	#%0000000000010000,d0
no2a:	or.w	d0,(a0)
	move.w	d1,d0
	and.w	#%0000000000001111,d0
	tst.w	d0
	beq.s	no3a
	sub.w	#%0000000000000001,d0
no3a:	or.w	d0,(a0)

	lea	bobcols+10,a0
	move.w	(A0),d1
	move.w	#0,(a0)
	move.w	d1,d0
	and.w	#%0000111100000000,d0
	tst.w	d0
	beq.s	no1b
	sub.w	#%0000000100000000,d0
no1b:	move.w	d0,(a0)
	move.w	d1,d0
	and.w	#%0000000011110000,d0
	tst.w	d0
	beq.s	no2b
	sub.w	#%0000000000010000,d0
no2b:	or.w	d0,(a0)
	move.w	d1,d0
	and.w	#%0000000000001111,d0
	tst.w	d0
	beq.s	no3b
	sub.w	#%0000000000000001,d0
no3b:	or.w	d0,(a0)

	move.l	#space,char1

nofoff:	move.l	tpoi1,a0
	move.b	(a0)+,d0
	cmp.b	#")",d0
	bne	nofon
	lea	bobcols+2,a0
	move.w	(A0),d1
	move.w	fade1,d4
	move.w	d1,d0
	move.w	d4,d3
	and.w	#%0000111100000000,d3
	and.w	#%0000111100000000,d0
	cmp.w	d0,d3
	beq.s	fno1
	add.w	#%0000000100000000,d0
fno1:	move.w	d0,(a0)
	move.w	d1,d0
	move.w	d4,d3
	and.w	#%0000000011110000,d3
	and.w	#%0000000011110000,d0
	cmp.w	d0,d3
	beq.s	fno2
	add.w	#%0000000000010000,d0
fno2:	or.w	d0,(a0)
	move.w	d1,d0
	move.w	d4,d3
	and.w	#%0000000000001111,d3
	and.w	#%0000000000001111,d0
	cmp.w	d0,d3
	beq.s	fno3
	add.w	#%0000000000000001,d0
fno3:	or.w	d0,(a0)

	lea	bobcols+6,a0
	move.w	(A0),d1
	move.w	fade2,d4
	move.w	d1,d0
	move.w	d4,d3
	and.w	#%0000111100000000,d3
	and.w	#%0000111100000000,d0
	cmp.w	d0,d3
	beq.s	fno1a
	add.w	#%0000000100000000,d0
fno1a:	move.w	d0,(a0)
	move.w	d1,d0
	move.w	d4,d3
	and.w	#%0000000011110000,d3
	and.w	#%0000000011110000,d0
	cmp.w	d0,d3
	beq.s	fno2a
	add.w	#%0000000000010000,d0
fno2a:	or.w	d0,(a0)
	move.w	d1,d0
	move.w	d4,d3
	and.w	#%0000000000001111,d3
	and.w	#%0000000000001111,d0
	cmp.w	d0,d3
	beq.s	fno3a
	add.w	#%0000000000000001,d0
fno3a:	or.w	d0,(a0)

	lea	bobcols+10,a0
	move.w	(A0),d1
	move.w	fade3,d4
	move.w	d1,d0
	move.w	d4,d3
	and.w	#%0000111100000000,d3
	and.w	#%0000111100000000,d0
	cmp.w	d0,d3
	beq.s	fno1b
	add.w	#%0000000100000000,d0
fno1b:	move.w	d0,(a0)
	move.w	d1,d0
	move.w	d4,d3
	and.w	#%0000000011110000,d3
	and.w	#%0000000011110000,d0
	cmp.w	d0,d3
	beq.s	fno2b
	add.w	#%0000000000010000,d0
fno2b:	or.w	d0,(a0)
	move.w	d1,d0
	move.w	d4,d3
	and.w	#%0000000000001111,d3
	and.w	#%0000000000001111,d0
	cmp.w	d0,d3
	beq.s	fno3b
	add.w	#%0000000000000001,d0
fno3b:	or.w	d0,(a0)

	move.l	#space,char1

	**********************
	*** Change to Coke ***
	**********************

nofon:	move.l	tpoi1,a0
	move.b	(a0)+,d0
	cmp.b	#"$",d0
	bne	nocoke
	move.l	a0,tpoi1
	lea	anims,a0
	move.l	a0,animpos
	move.l	#coke,(a0)+
	move.l	#coke+8,(a0)+
	move.l	#coke+16,(a0)+
	move.l	#coke+24,(a0)+
	move.l	#coke+32,(a0)+
	move.l	#coke+(40*60),(a0)+
	move.l	#coke+(40*60)+8,(a0)+
	move.l	#coke+(40*60)+16,(a0)+
	move.l	#coke+(40*60)+24,(a0)+
	move.l	#coke+(40*60)+32,(a0)+
	move.l	#0,(a0)
	move.l	#mask,add1
	move.l	#mask,add2
	move.w	#$c00,fade1
	move.w	#$eee,fade2
	move.w	#$888,fade3
	move.w	#1,bval1
	move.w	#2,bval2
	move.w	#2,bval3
	move.w	#8,bval4
	move.w	#5,bval5
	move.w	#6,bval6

	***********************
	*** Change to lager ***
	***********************

nocoke:	move.l	tpoi1,a0
	move.b	(a0)+,d0
	cmp.b	#"%",d0
	bne	nolager
	move.l	a0,tpoi1
	lea	anims,a0
	move.l	a0,animpos
	move.l	#lager,(a0)+
	move.l	#lager,(a0)+
	move.l	#lager,(a0)+
	move.l	#lager,(a0)+
	move.l	#lager+8,(a0)+
	move.l	#lager+16,(a0)+
	move.l	#lager+24,(a0)+
	move.l	#lager+32,(a0)+
	move.l	#lager+(40*60),(a0)+
	move.l	#lager+(40*60),(a0)+
	move.l	#lager+(40*60),(a0)+
	move.l	#lager+(40*60),(a0)+
	move.l	#lager+32,(a0)+
	move.l	#lager+24,(a0)+
	move.l	#lager+16,(a0)+
	move.l	#lager+8,(a0)+
	move.l	#lager,(a0)+
	move.l	#0,(a0)
	move.l	#mask+8,add1
	move.l	#mask+8,add2
	move.w	#$050,fade1
	move.w	#$fff,fade2
	move.w	#$f60,fade3
	move.w	#1,bval1
	move.w	#1,bval2
	move.w	#3,bval3
	move.w	#4,bval4
	move.w	#2,bval5
	move.w	#6,bval6

	***************************
	*** Change to Ice Cream ***
	***************************

nolager:
	move.l	tpoi1,a0
	move.b	(a0)+,d0
	cmp.b	#"^",d0
	bne	noice
	move.l	a0,tpoi1
	lea	anims,a0
	move.l	a0,animpos
	move.l	#ice,(a0)+
	move.l	#ice+8,(a0)+
	move.l	#ice+16,(a0)+
	move.l	#ice+8,(a0)+
	move.l	#ice+24,(a0)+
	move.l	#ice+32,(a0)+
	move.l	#ice+(38*60),(a0)+
	move.l	#0,(a0)
	move.l	#mask+16,add1
	move.l	#mask+16,add2
	move.w	#$a00,fade1
	move.w	#$eee,fade2
	move.w	#$c0c,fade3
	move.w	#1,bval1	; Vertical Sinewave
	move.w	#1,bval2	; Horizontal Sinewave 1
	move.w	#4,bval3	; Horizontal Sinewave 2
	move.w	#6,bval4	; Vertical Bob Spacing
	move.w	#1,bval5	; Horizontal Sinewave 3
	move.w	#6,bval6	; Horizontal Bob Spacing

	************************
	*** Change to Candle ***
	************************

noice:
	move.l	tpoi1,a0
	move.b	(a0)+,d0
	cmp.b	#"&",d0
	bne	nocandle
	move.l	a0,tpoi1
	lea	anims,a0
	move.l	a0,animpos
	move.l	#candle,(a0)+
	move.l	#candle+8,(a0)+
	move.l	#candle,(a0)+
	move.l	#candle+16,(a0)+
	move.l	#0,(a0)
	move.l	#mask+24,add1
	move.l	#mask+24,add2
	move.w	#$f00,fade1
	move.w	#$fff,fade2
	move.w	#$f0f,fade3
	move.w	#1,bval1	; Vertical Sinewave
	move.w	#1,bval2	; Horizontal Sinewave 1
	move.w	#2,bval3	; Horizontal Sinewave 2
	move.w	#9,bval4	; Vertical Bob Spacing
	move.w	#3,bval5	; Horizontal Sinewave 3
	move.w	#9,bval6	; Horizontal Bob Spacing

nocandle:
	move.w	aaa,d0
	cmp.w	#2,d0		; No. Frames 
	bne.s	cock
	move.l	animpos,a0
	move.l	(a0)+,stage
	cmp.l	#0,(a0)
	bne.s	nofuck
	lea	anims,a0
nofuck	move.l	a0,animpos
;	move.l	a0,stage
	move.w	#0,d0
	bra.s	cocky

cock:	addq.w	#1,d0
cocky:	move.w	d0,aaa

	***********************
	* BLIT SCROLL PLANE 1 *
	***********************

	move.l	current,a2
	add.l	#240*48,a2		; Destination
	lea	scroll,a0		; Source
blitready4
	btst #14,$dff002
	bne.s blitready4

	move.l	a0,$dff050
	move.l	a2,$dff054
;	move.l	#$ffffffff,$dff044
	move.w	#0,$dff066
	move.w	#0,$dff064
	move.w	#%0000100111110000,d2
	move.w	shift,d0
	tst.w	shift
	bne	subit
	move.w	#%1110000000000000,d0
	bra	putit
subit:	move.w	speed,d1
	sub.w	d1,d0
putit:	move.w	d0,shift
	add.w	d0,d2
	move.w	d2,$dff040
	move.w	#%100101011000,$dff058

	***********************
	* BLIT SCROLL PLANE 2 *
	***********************

	move.l	current1,a2
	add.l	#240*48,a2		; Destination
	lea	scroll2,a0	; Source
blitready4A
	btst #14,$dff002
	bne.s blitready4A

	move.l	a0,$dff050
	move.l	a2,$dff054
	move.w	#%100101011000,$dff058

	move.w	pause,d0	
	tst.w	d0
	beq	b
	subq.w	#1,d0
	move.w	d0,pause
	bra	nomove

b	move.w	shift,d0
	cmp.w	#%0000000000000000,d0
	bne	noscroll
	lea scroll,a2		; Destination
	lea scroll+2,a0		; Source
blitready3
	btst #14,$dff002
	bne.s blitready3

	move.l	a0,$dff050
	move.l	a2,$dff054
	move.w	#%0000100111110000,$dff040
	move.w	#%100101011001,$dff058

	lea scroll2,a2		; Destination
	lea scroll2+2,a0	; Source
blitready39
	btst #14,$dff002
	bne.s blitready39

	move.l	a0,$dff050
	move.l	a2,$dff054
;	move.w	#%0000100111110000,$dff040
	move.w	#%100101011001,$dff058

noshit:	move.b	stat,d0
	eor.b	#%00000010,d0
	move.b	d0,stat
	moveq	#0,d1
	tst.b	d0
	beq.s	noinc
	moveq	#1,d1
noinc:	move.l	tpoi1,a0
	moveq	#0,d0
	move.b	(a0),d0
	add.l	d1,a0
	cmp.b	#"@",d0
	bne	no
	move.w	#251,pause
	move.l	a0,tpoi1
	move.w	#%0000000000000000,speed
	bra	nomove
no	tst.b	d0
	bne	find
	lea	text1,a0
	move.b	(a0)+,d0
find:	move.l	a0,tpoi1
	cmp.w	#$20,d0
	beq	sp1		; Space
	cmp.w	#$21,d0
	beq	sp2		; ?
	cmp.w	#$3f,d0
	beq	sp3		; !
	cmp.w	#$35,d0
	beq	sp4		; .
	cmp.w	#$2e,d0
	beq	sp5		; 5
	sub.b	#65,d0
	cmp.b	#0,d0
	blt.s	sp1
	cmp.b	#40,d0
	bgt.s	sp1
	lea	chars,a0
loopy:	cmp.l	#9,d0
	ble	smch
	sub.b	#10,d0
	add.l	#40*40,a0
	bra.s	loopy
smch	lsl.l	#2,d0
	add.l	d0,a0
	move.b	stat,d1
	add	d1,a0
	move.l	a0,a1
	add.l	#40*120,a1
	bra.s	t
sp1:	lea	space,a0
	lea	space,a1
	move.b	stat,d1
	add	d1,a0
	bra.s	t
sp2:	lea	chars+(80*40)+24,a0
	lea	chars+(200*40)+24,a1
	move.b	stat,d1
	add	d1,a0
	add	d1,a1
	bra.s	t
sp3:	lea	chars+(80*40)+28,a0
	lea	chars+(200*40)+28,a1
	move.b	stat,d1
	add	d1,a0
	add	d1,a1
	bra.s	t
sp4:	lea	chars+(80*40)+32,a0
	lea	chars+(200*40)+32,a1
	move.b	stat,d1
	add	d1,a0
	add	d1,a1
	bra.s	t
sp5:	lea	chars+(80*40)+36,a0
	lea	chars+(200*40)+36,a1
	move.b	stat,d1
	add	d1,a0
	add	d1,a1
t:	move.l	a0,char1
	move.l	a1,char2

noscroll:
	lea scroll+46,a2	; Destination
	move.l	char1,a0
blitready3a
	btst #14,$dff002
	bne.s blitready3a

	move.l	a0,$dff050
	move.l	a2,$dff054
	move.w	#46,$dff066
	move.w	#38,$dff064
	move.w	#%0000100111110000,$dff040
	move.w	#%100101000001,$dff058

	lea scroll2+46,a2	; Destination
	move.l	char2,a0	; Source
blitready3az
	btst #14,$dff002
	bne.s blitready3az

	move.l	a0,$dff050
	move.l	a2,$dff054
	move.w	#%100101000001,$dff058

nomove:	move.w	pause,d0
	cmp.w	#1,d0
	bne	tch
	addq.l	#1,tpoi1
	move.w	#%0010000000000000,speed
tch:
	BTST	#10,$DFF016
	BNE.S	OUT

	move.w	#$00f0,$dff180

out:	movem.l	(sp)+,d0-d7/a0-a6	; Restore registers

	dc.w	$4ef9			; JSR instruction

old:		dc.l	0
oldcpr:		dc.l	0		; Workbench copper list
current:	dc.l	screen3
current1:	dc.l	screen2
tpoi1:		dc.l	text1
char1:		dc.l	space
char2:		dc.l	space
shift:		dc.w	%1110000000000000
stat:		dc.b	0
	even

newcpr:	dc.w	$100,%0011001000000000,$102,0
	dc.w	$92,$20,$94,$d8,$8e,$1a64,$90,$39d1,$e0
pl0h:	dc.w	0,$e2
pl0l:	dc.w	0,$e4
pl1h:	dc.w	0,$e6
pl1l:	dc.w	0,$e8
pl2h:	dc.w	0,$ea
pl2l:	dc.w	0,$120
SP0H DC.W 0,$122
SP0L DC.W 0,$180
	dc.w	0
	dc.w	$0182,$0222
	dc.w	$0184,$0ddd
	dc.w	$0186,$0bbb
	dc.w	$0188,$0888
	dc.w	$018a,$0666
	dc.w	$018c,$0444

shades:	dc.w	$2d01,$fffe,$18e,$0
	dc.w	$2e01,$fffe,$18e,$0
	dc.w	$2f01,$fffe,$18e,$0
	dc.w	$3001,$fffe,$18e,$0
	dc.w	$3101,$fffe,$18e,$0
	dc.w	$3201,$fffe,$18e,$0
	dc.w	$3301,$fffe,$18e,$0
	dc.w	$3401,$fffe,$18e,$0
	dc.w	$3501,$fffe,$18e,$0
	dc.w	$3601,$fffe,$18e,$0
	dc.w	$3701,$fffe,$18e,$0
	dc.w	$3801,$fffe,$18e,$0
	dc.w	$3901,$fffe,$18e,$0
	dc.w	$3a01,$fffe,$18e,$0
	dc.w	$3b01,$fffe,$18e,$0
	dc.w	$3c01,$fffe,$18e,$0
	dc.w	$3d01,$fffe,$18e,$0
	dc.w	$3e01,$fffe,$18e,$0
	dc.w	$3f01,$fffe,$18e,$0
	dc.w	$4001,$fffe,$18e,$0
	dc.w	$4101,$fffe,$18e,$0
	dc.w	$4201,$fffe,$18e,$0
	dc.w	$4301,$fffe,$18e,$0
	dc.w	$4401,$fffe,$18e,$0
	dc.w	$4501,$fffe,$18e,$0
	dc.w	$4601,$fffe,$18e,$0
	dc.w	$4701,$fffe,$18e,$0
	dc.w	$4801,$fffe,$18e,$0
	dc.w	$4901,$fffe,$18e,$0
	dc.w	$4a01,$fffe,$18e,$0
	dc.w	$4b01,$fffe,$18e,$0
	dc.w	$4c01,$fffe,$18e,$0
	dc.w	$4d01,$fffe,$18e,$0
	dc.w	$4e01,$fffe,$18e,$0
	dc.w	$4f01,$fffe,$18e,$0
	dc.w	$5001,$fffe,$18e,$0
	dc.w	$5101,$fffe,$18e,$0
	dc.w	$5201,$fffe,$18e,$0
	dc.w	$5301,$fffe,$18e,$0
	dc.w	$5401,$fffe,$18e,$0
	dc.w	$5501,$fffe,$18e,$0
	dc.w	$5601,$fffe,$18e,$0
	dc.w	$5701,$fffe,$18e,$0
	dc.w	$5801,$fffe,$18e,$0
	dc.w	$5901,$fffe,$18e,$0
	dc.w	$5a01,$fffe,$18e,$0
	dc.w	$5b01,$fffe,$18e,$0
	dc.w	$5c01,$fffe,$18e,$0
	dc.w	$5d01,$fffe,$18e,$0
	dc.w	$5e01,$fffe,$18e,$0
	dc.w	$5f01,$fffe,$18e,$0
	dc.w	$6001,$fffe,$18e,$0
	dc.w	$6101,$fffe,$18e,$0
	dc.w	$6201,$fffe,$18e,$0
	dc.w	$6301,$fffe,$18e,$0
	dc.w	$6401,$fffe,$18e,$0
	dc.w	$6501,$fffe,$18e,$0
	dc.w	$6601,$fffe,$18e,$0
	dc.w	$6701,$fffe,$18e,$0
	dc.w	$6801,$fffe,$18e,$0
	dc.w	$6901,$fffe,$18e,$0
	dc.w	$6a01,$fffe,$18e,$0
	dc.w	$6b01,$fffe,$18e,$0
	dc.w	$7601,$fffe

	dc.w	$9c,$8010		; Call copper interrupt


bobcols:
	dc.w	$184,$0c00
	dc.w	$188,$0eee
	dc.w	$18c,$0888

	dc.w	$ffe1,$fffe,$0001,$fffe

	dc.w	$0901,$fffe,$184,$0fff,$18c,$888,$188,$eee
	dc.w	$0a01,$fffe,$188,$f0a
	dc.w	$0b01,$fffe,$188,$f09
	dc.w	$0c01,$fffe,$188,$f08
	dc.w	$0d01,$fffe,$188,$f07
	dc.w	$0e01,$fffe,$188,$f06
	dc.w	$0f01,$fffe,$188,$f05
	dc.w	$1001,$fffe,$188,$f04
	dc.w	$1101,$fffe,$188,$f03
	dc.w	$1201,$fffe,$188,$f02
	dc.w	$1301,$fffe,$188,$f01
	dc.w	$1401,$fffe,$188,$f00
	dc.w	$1501,$fffe,$188,$f10
	dc.w	$1601,$fffe,$188,$f20
	dc.w	$1701,$fffe,$188,$f30
	dc.w	$1801,$fffe,$188,$f40
	dc.w	$1901,$fffe,$188,$f50
	dc.w	$1a01,$fffe,$188,$f60
	dc.w	$1b01,$fffe,$188,$f70
	dc.w	$1c01,$fffe,$188,$f80
	dc.w	$1d01,$fffe,$188,$f90
	dc.w	$1e01,$fffe,$188,$fa0
	dc.w	$1f01,$fffe,$188,$fb0
	dc.w	$2001,$fffe,$188,$fc0
	dc.w	$2101,$fffe,$188,$fd0
	dc.w	$2201,$fffe,$188,$fe0
	dc.w	$2301,$fffe,$188,$ff0
	dc.w	$2401,$fffe,$188,$ef0
	dc.w	$2501,$fffe,$188,$df0
	dc.w	$2601,$fffe,$188,$cf0
	dc.w	$2701,$fffe,$188,$bf0
	dc.w	$2801,$fffe,$188,$af0
	dc.w	$2901,$fffe,$188,$9f0
	dc.w	$2a01,$fffe,$188,$8f0
	dc.w	$2b01,$fffe,$188,$7f0
	dc.w	$2c01,$fffe,$188,$6f0
	dc.w	$2d01,$fffe,$188,$5f0
	dc.w	$2e01,$fffe,$188,$0

	dc.w	$ffff,$fffe		; End copper

gfxlib:	dc.b	"graphics.library",0
	even
gfxbse:	dc.l	0

screen:	dcb.b	52*262,0
screen2:dcb.b	52*262,0
scr2:	dcb.b	52*262,0
screen3:dcb.b	52*262,0
scr3:	dcb.b	52*262,0
screen4:dcb.b	52*25,0

chars:	incbin	"charset"

space:	dcb	48*40,0

scroll	dcb	48*40,0
scroll2	dcb	48*40,0

dir:	dc.w	0

switchscreen:
	move.l	current,a0
	cmp.l	#screen3,a0
	beq	sc2
	move.l	#screen3,current
	move.l	#screen2,current1
	rts

sc2:	move.l	#scr3,current
	move.l	#scr2,current1
	rts

sprite0:
	dc.w	0,0,0,0,0,0

logo:	incbin	"partylogo"

anims:	dc.l	coke
	dc.l	coke+8
	dc.l	coke+16
	dc.l	coke+24
	dc.l	coke+32
	dc.l	coke+(40*60)
	dc.l	coke+8+(40*60)
	dc.l	coke+16+(40*60)
	dc.l	coke+24+(40*60)
	dc.l	coke+32+(40*60)
	dc.l	0
	dcb.l	80

animpos	dc.l	anims

stage:	dc.l	coke

add1:	dc.l	mask		; Plane 1 Mask
add2:	dc.l	mask		; Plane 2 Mask
add3:	dc.l	116*40		; Plane 2 Bitmap
bblit:	dc.w	%110110000100
mod:	dc.w	40


	****************************************
	* Routine to put a bob onto the screen *
	*   using co-ordinates D0=X and D1=Y   *
	****************************************

bob:	move.w	d2,d3
	move.w	d1,d5
	and.w	#%0000000000001111,d2
	ror.w	#4,d2
	and.w	#%1111111111110000,d3
	lsr.w	#3,d3
	move.l	current,a2
	add.l	#(91*48)+12,a2	; Destination
	lsl.l	#5,d1
	lsl.l	#4,d5
	add.l	d5,d1
	add.l	d1,d3
	add.l	d3,a2

blitreadybobby
	btst #14,$dff002
	bne.s blitreadybobby

	move.w	#40,$dff066
	move.w	#32,$dff062
	move.w	#32,$dff064
	move.w	#40,$dff060

	move.l	stage,d6
	add.l	#(40*116)-(40*2),d6
	move.l	d6,$dff04c
	move.l	a2,$dff048
	move.l	add1,$dff050
	move.l	a2,$dff054
	move.w	#$0fca,d4
	add.w	d2,d4
	move.w	d4,$dff040
	move.w	d2,$dff042
	move.w	#%111010000100,$dff058

	sub.l	#(52*262)*2,a2

blitreadybob8
	btst #14,$dff002
	bne.s blitreadybob8

	move.l	stage,d6
	sub.l	#(40*2),d6
	move.l	d6,$dff04c
	move.l	a2,$dff048
	move.l	add2,$dff050
	move.l	a2,$dff054
	move.w	#%111010000100,$dff058

	add.l	#48*2,a2

blitreadybob
	btst #14,$dff002
	bne.s blitreadybob

	move.w	mod,$dff062
	move.w	mod,$dff060

	move.l	stage,$dff050
	move.l	a2,$dff04c
	move.l	a2,$dff054
	move.w	#%0000110111111100,d4
	add.w	d2,d4
	move.w	d4,$dff040
	move.w	#0,$dff042
	move.w	bblit,d4
	move.w	d4,$dff058

	add.l	#(52*262)*2,a2
	
blitreadybob2
	btst #14,$dff002
	bne.s blitreadybob2

	move.l	stage,d6
	move.l	add3,d4
	add.l	d4,d6
	move.l	d6,$dff050
	move.l	a2,$dff04c
	move.l	a2,$dff054
	move.w	bblit,d4
	move.w	d4,$dff058

	rts

	dcb	80,0
coke:	incbin	"coke"
lager:	incbin	"lager"
ice:	incbin	"icecream"
candle:	incbin	"candle"
mask:	incbin	"mask"

	even

blitclear2:
blitready41
	btst #14,$dff002
	bne.s blitready41

	move.l	current,a0
	add.l	#(92*48)+12,a0

	move.l a0,$dff054		; source address
	move.l a0,$dff050		; destination address
	move.l #0,$dff044			; no FWM/LWM
	move.l #20,$dff064			; no MODULO

	move.w #%100000000,$dff040 	; Enable DMA channel D, nothing
					; else, no minterms active. 
	move.w #0,$dff042			; nothing set in BLTCON1
	move.w #%10010001001110,$dff058	

	jsr	play_music

blitready42
	btst #14,$dff002
	bne.s blitready42

	move.l	current1,a0
	add.l	#(92*48)+12,a0

	move.l a0,$dff054		; source address
	move.l a0,$dff050		; destination address
	move.w #%10010001001110,$dff058	

	move.l	cpoint,a1
	addq.l	#2,a1
	cmp.w	#$ffff,(a1)
	bne.s	oke
	lea	cols,a1
oke:	move.l	a1,cpoint

	lea	shades+6,a0
	move.w	#62,d0
sh:	move.w	(a1)+,(a0)
	addq.w	#8,a0
	cmp.w	#$ffff,(a1)
	bne.s	hmm
	lea	cols,a1
hmm:	dbf	d0,sh

	rts

******************************************************
**  Amiga FUTURE COMPOSER V1.0  --  Replay routine  **
******************************************************
PLAY_MUSIC:
	movem.l	a0-a6/d0-d7,-(sp)
	bsr PLAY
	movem.l	(sp)+,a0-a6/d0-d7
	rts


END_MUSIC:
 clr.w onoff
 clr.l $dff0a6
 clr.l $dff0b6
 clr.l $dff0c6
 clr.l $dff0d6
 move.w #$000f,$dff096
 bclr #1,$bfe001
 rts

INIT_MUSIC:
 move.w #1,onoff
 bset #1,$bfe001
 lea MODULE,a0
 lea 100(a0),a1
 move.l a1,SEQpoint
 move.l a0,a1
 add.l 8(a0),a1
 move.l a1,PATpoint
 move.l a0,a1
 add.l 16(a0),a1
 move.l a1,FRQpoint
 move.l a0,a1
 add.l 24(a0),a1
 move.l a1,VOLpoint
 move.l 4(a0),d0
 divu #13,d0

 lea 40(a0),a1
 lea SOUNDINFO+4(pc),a2
 moveq #10-1,d1
initloop:
 move.w (a1)+,(a2)+
 move.l (a1)+,(a2)+
 addq.w #4,a2
 dbf d1,initloop
 moveq #0,d2
 move.l a0,d1
 add.l 32(a0),d1
 sub.l #WAVEFORMS,d1
 lea SOUNDINFO(pc),a0
 move.l d1,(a0)+
 moveq #9-1,d3
initloop1:
 move.w (a0),d2
 add.l d2,d1
 add.l d2,d1
 addq.w #6,a0
 move.l d1,(a0)+
 dbf d3,initloop1

 move.l SEQpoint(pc),a0
 moveq #0,d2
 move.b 12(a0),d2		;Get replay speed
 bne.s speedok
 move.b #3,d2			;Set default speed
speedok:
 move.w d2,respcnt		;Init repspeed counter
 move.w d2,repspd
INIT2:
 clr.w audtemp
 move.w #$000f,$dff096		;Disable audio DMA
 move.w #$0780,$dff09a		;Disable audio IRQ
 moveq #0,d7
 mulu #13,d0
 moveq #4-1,d6			;Number of soundchannels-1
 lea V1data(pc),a0		;Point to 1st voice data area
 lea silent(pc),a1
 lea o4a0c8(pc),a2
initloop2:
 move.l a1,10(a0)
 move.l a1,18(a0)
 clr.l 14(a0)
 clr.b 45(a0)
 clr.b 47(a0)
 clr.w 8(a0)
 clr.l 48(a0)
 move.b #$01,23(a0)
 move.b #$01,24(a0)
 clr.b 25(a0)
 clr.l 26(a0)
 clr.w 30(a0)
 moveq #$00,d3
 move.w (a2)+,d1
 move.w (a2)+,d3
 divu #$0003,d3
 move.b d3,32(a0)
 mulu #$0003,d3
 andi.l #$00ff,d3
 andi.l #$00ff,d1
 addi.l #$dff0a0,d1
 move.l d1,a6
 move.l #$0000,(a6)
 move.w #$0100,4(a6)
 move.w #$0000,6(a6)
 move.w #$0000,8(a6)
 move.l d1,60(a0)
 clr.w 64(a0)
 move.l SEQpoint(pc),(a0)
 move.l SEQpoint(pc),52(a0)
 add.l d0,52(a0)
 add.l d3,52(a0)
 add.l d7,(a0)
 add.l d3,(a0)
 move.w #$000d,6(a0)
 move.l (a0),a3
 move.b (a3),d1
 andi.l #$00ff,d1
 lsl.w #6,d1
 move.l PATpoint(pc),a4
 adda.w d1,a4
 move.l a4,34(a0)
 clr.l 38(a0)
 move.b #$01,33(a0)
 move.b #$02,42(a0)
 move.b 1(a3),44(a0)
 move.b 2(a3),22(a0)
 clr.b 43(a0)
 clr.b 45(a0)
 clr.w 56(a0)
 adda.w #$004a,a0	;Point to next voice's data area
 dbf d6,initloop2
rts


PLAY:
 lea pervol(pc),a6
 tst.w onoff
 bne.s music_on
 rts
music_on:
 subq.w #1,respcnt		;Decrease replayspeed counter
 bne.s nonewnote
 move.w repspd(pc),respcnt	;Restore replayspeed counter
 lea V1data(pc),a0		;Point to voice1 data area
 bsr new_note
 lea V2data(pc),a0		;Point to voice2 data area
 bsr new_note
 lea V3data(pc),a0		;Point to voice3 data area
 bsr new_note
 lea V4data(pc),a0		;Point to voice4 data area
 bsr new_note
nonewnote:
 clr.w audtemp
 lea V1data(pc),a0
 bsr effects
 move.w d0,(a6)+
 move.w d1,(a6)+
 lea V2data(pc),a0
 bsr effects
 move.w d0,(a6)+
 move.w d1,(a6)+
 lea V3data(pc),a0
 bsr effects
 move.w d0,(a6)+
 move.w d1,(a6)+
 lea V4data(pc),a0
 bsr effects
 move.w d0,(a6)+
 move.w d1,(a6)+
 lea pervol(pc),a6
 move.w audtemp(pc),d0
 ori.w #$8000,d0			;Set/clr bit = 1
 move.w d0,-(a7)
 moveq #0,d1
 move.l start1(pc),d2		;Get samplepointers
 move.w offset1(pc),d1		;Get offset
 add.l d1,d2			;Add offset
 move.l start2(pc),d3
 move.w offset2(pc),d1
 add.l d1,d3
 move.l start3(pc),d4
 move.w offset3(pc),d1
 add.l d1,d4
 move.l start4(pc),d5
 move.w offset4(pc),d1
 add.l d1,d5
 move.w ssize1(pc),d0		;Get sound lengths
 move.w ssize2(pc),d1
 move.w ssize3(pc),d6
 move.w ssize4(pc),d7
 move.w (a7)+,$dff096		;Enable audio DMA
chan1:
 lea V1data(pc),a0
 tst.w 72(a0)
 beq.w chan2
 subq.w #1,72(a0)
 cmpi.w #1,72(a0)
 bne.s chan2
 clr.w 72(a0)
 move.l d2,$dff0a0		;Set soundstart
 move.w d0,$dff0a4		;Set soundlength
chan2:
 lea V2data(pc),a0
 tst.w 72(a0)
 beq.s chan3
 subq.w #1,72(a0)
 cmpi.w #1,72(a0)
 bne.s chan3
 clr.w 72(a0)
 move.l d3,$dff0b0
 move.w d1,$dff0b4
chan3:
 lea V3data(pc),a0
 tst.w 72(a0)
 beq.s chan4
 subq.w #1,72(a0)
 cmpi.w #1,72(a0)
 bne.s chan4
 clr.w 72(a0)
 move.l d4,$dff0c0
 move.w d6,$dff0c4
chan4:
 lea V4data(pc),a0
 tst.w 72(a0)
 beq.s setpervol
 subq.w #1,72(a0)
 cmpi.w #1,72(a0)
 bne.s setpervol
 clr.w 72(a0)
 move.l d5,$dff0d0
 move.w d7,$dff0d4
setpervol:
 lea $dff0a6,a5
 move.w (a6)+,(a5)	;Set period
 move.w (a6)+,2(a5)	;Set volume
 move.w (a6)+,16(a5)
 move.w (a6)+,18(a5)
 move.w (a6)+,32(a5)
 move.w (a6)+,34(a5)
 move.w (a6)+,48(a5)
 move.w (a6)+,50(a5)
 rts

NEW_NOTE:
 moveq #0,d5
 move.l 34(a0),a1
 adda.w 40(a0),a1
 cmp.w #64,40(a0)
 bne.w samepat
 move.l (a0),a2
 adda.w 6(a0),a2		;Point to next sequence row
 cmpa.l 52(a0),a2	;Is it the end?
 bne.s notend
 move.w d5,6(a0)		;yes!
 move.l (a0),a2		;Point to first sequence
notend:
 moveq #0,d1
 addq.b #1,spdtemp
 cmpi.b #4,spdtemp
 bne.s nonewspd
 move.b d5,spdtemp
 move.b -1(a1),d1	;Get new replay speed
 beq.s nonewspd
 move.w d1,respcnt	;store in counter
 move.w d1,repspd
nonewspd:
 move.b (a2),d1		;Pattern to play
 move.b 1(a2),44(a0)	;Transpose value
 move.b 2(a2),22(a0)	;Soundtranspose value

 move.w d5,40(a0)
 lsl.w #6,d1
 add.l PATpoint(pc),d1	;Get pattern pointer
 move.l d1,34(a0)
 addi.w #$000d,6(a0)
 move.l d1,a1
samepat:
 move.b 1(a1),d1		;Get info byte
 move.b (a1)+,d0		;Get note
 bne.s ww1
 andi.w #%11000000,d1
 beq.s noport
 bra.s ww11
ww1:
 move.w d5,56(a0)
ww11:
 move.b d5,47(a0)
 move.b (a1),31(a0)

		;31(a0) = PORTAMENTO/INSTR. info
			;Bit 7 = portamento on
			;Bit 6 = portamento off
			;Bit 5-0 = instrument number
		;47(a0) = portamento value
			;Bit 7-5 = always zero
			;Bit 4 = up/down
			;Bit 3-0 = value
t_porton:
 btst #7,d1
 beq.s noport
 move.b 2(a1),47(a0)	
noport:
 andi.w #$007f,d0
 beq.w nextnote
 move.b d0,8(a0)
 move.b (a1),9(a0)
 move.b 32(a0),d2
 moveq #0,d3
 bset d2,d3
 or.w d3,audtemp
 move.w d3,$dff096
 move.b (a1),d1
 andi.w #$003f,d1	;Max 64 instruments
 add.b 22(a0),d1
 move.l VOLpoint(pc),a2
 lsl.w #6,d1
 adda.w d1,a2
 move.w d5,16(a0)
 move.b (a2),23(a0)
 move.b (a2)+,24(a0)
 move.b (a2)+,d1
 andi.w #$00ff,d1
 move.b (a2)+,27(a0)
 move.b #$40,46(a0)
 move.b (a2)+,d0
 move.b d0,28(a0)
 move.b d0,29(a0)
 move.b (a2)+,30(a0)
 move.l a2,10(a0)
 move.l FRQpoint(pc),a2
 lsl.w #6,d1
 adda.w d1,a2
 move.l a2,18(a0)
 move.w d5,50(a0)
 move.b d5,26(a0)
 move.b d5,25(a0)
nextnote:
 addq.w #2,40(a0)
 rts

EFFECTS:
 moveq #0,d7
testsustain:
 tst.b 26(a0)		;Is sustain counter = 0
 beq.s sustzero
 subq.b #1,26(a0)	;if no, decrease counter
 bra VOLUfx
sustzero:		;Next part of effect sequence
 move.l 18(a0),a1	;can be executed now.
 adda.w 50(a0),a1
testeffects:
 cmpi.b #$e1,(a1)	;E1 = end of FREQseq sequence
 beq.w VOLUfx
 cmpi.b #$e0,(a1)	;E0 = loop to other part of sequence
 bne.s testnewsound
 move.b 1(a1),d0		;loop to start of sequence + 1(a1)
 andi.w #$003f,d0
 move.w d0,50(a0)
 move.l 18(a0),a1
 adda.w d0,a1
testnewsound:
 cmpi.b #$e2,(a1)	;E2 = set waveform
 bne.s o49c64
 moveq #0,d0
 moveq #0,d1
 move.b 32(a0),d1
 bset d1,d0
 or.w d0,audtemp
 move.w d0,$dff096
 move.b 1(a1),d0
 andi.w #$00ff,d0
 lea SOUNDINFO(pc),a4
 add.w d0,d0
 move.w d0,d1
 add.w d1,d1
 add.w d1,d1
 add.w d1,d0
 adda.w d0,a4
 move.l 60(a0),a3
 move.l (a4),d1
 add.l #WAVEFORMS,d1
 move.l d1,(a3)
 move.l d1,68(a0)
 move.w 4(a4),4(a3)
 move.l 6(a4),64(a0)
 swap d1
 move.w #$0003,72(a0)
 tst.w d1
 bne.s o49c52
 move.w #$0002,72(a0)
o49c52:
 clr.w 16(a0)
 move.b #$01,23(a0)
 addq.w #2,50(a0)
 bra o49d02
o49c64:
 cmpi.b #$e4,(a1)
 bne.s testpatjmp
 move.b 1(a1),d0
 andi.w #$00ff,d0
 lea SOUNDINFO(pc),a4
 add.w d0,d0
 move.w d0,d1
 add.w d1,d1
 add.w d1,d1
 add.w d1,d0
 adda.w d0,a4
 move.l 60(a0),a3
 move.l (a4),d1
 add.l #WAVEFORMS,d1
 move.l d1,(a3)
 move.l d1,68(a0)
 move.w 4(a4),4(a3)
 move.l 6(a4),64(a0)

 swap d1
 move.w #$0003,72(a0)
 tst.w d1
 bne.s o49cae
 move.w #$0002,72(a0)
o49cae:
 addq.w #2,50(a0)
 bra.s o49d02
testpatjmp:
 cmpi.b #$e7,(a1)
 bne.s testnewsustain
 move.b 1(a1),d0
 andi.w #$00ff,d0
 lsl.w #6,d0
 move.l FRQpoint(pc),a1
 adda.w d0,a1
 move.l a1,18(a0)
 move.w d7,50(a0)
 bra testeffects
testnewsustain:
 cmpi.b #$e8,(a1)	;E8 = set sustain time
 bne.s o49cea
 move.b 1(a1),26(a0)
 addq.w #2,50(a0)
 bra testsustain
o49cea:
 cmpi.b #$e3,(a1)
 bne.s o49d02
 addq.w #3,50(a0)
 move.b 1(a1),27(a0)
 move.b 2(a1),28(a0)
o49d02:
 move.l 18(a0),a1
 adda.w 50(a0),a1
 move.b (a1),43(a0)
 addq.w #1,50(a0)
VOLUfx:
 tst.b 25(a0)
 beq.s o49d1e
 subq.b #1,25(a0)
 bra.s o49d70
o49d1e:
 subq.b #1,23(a0)
 bne.s o49d70
 move.b 24(a0),23(a0)
o49d2a:
 move.l 10(a0),a1
 adda.w 16(a0),a1
 move.b (a1),d0
 cmpi.b #$e8,d0
 bne.s o49d4a
 addq.w #2,16(a0)
 move.b 1(a1),25(a0)
 bra.s VOLUfx
o49d4a:
 cmpi.b #$e1,d0
 beq.s o49d70
 cmpi.b #$e0,d0
 bne.s o49d68
 move.b 1(a1),d0
 andi.l #$003f,d0
 subq.b #5,d0
 move.w d0,16(a0)
 bra.s o49d2a
o49d68:
 move.b (a1),45(a0)
 addq.w #1,16(a0)
o49d70:
 move.b 43(a0),d0
 bmi.s o49d7e
 add.b 8(a0),d0
 add.b 44(a0),d0
o49d7e:
 andi.w #$007f,d0
 lea PERIODS(pc),a1
 add.w d0,d0
 move.w d0,d1
 adda.w d0,a1
 move.w (a1),d0
 move.b 46(a0),d7
 tst.b 30(a0)
 beq.s o49d9e
 subq.b #1,30(a0)

 bra.s o49df4
o49d9e:
 move.b d1,d5
 move.b 28(a0),d4
 add.b d4,d4
 move.b 29(a0),d1
 tst.b d7
 bpl.s o49db4
 btst #0,d7
 bne.s o49dda
o49db4:
 btst #5,d7
 bne.s o49dc8
 sub.b 27(a0),d1
 bcc.s o49dd6
 bset #5,d7
 moveq #0,d1
 bra.s o49dd6
o49dc8:
 add.b 27(a0),d1
 cmp.b d4,d1
 bcs.s o49dd6
 bclr #5,d7
 move.b d4,d1
o49dd6:
 move.b d1,29(a0)
o49dda:
 lsr.b #1,d4
 sub.b d4,d1
 bcc.s o49de4
 subi.w #$0100,d1
o49de4:
 addi.b #$a0,d5
 bcs.s o49df2
o49dea:
 add.w d1,d1
 addi.b #$18,d5
 bcc.s o49dea
o49df2:
 add.w d1,d0
o49df4:
 eori.b #$01,d7
 move.b d7,46(a0)

; DO THE PORTAMENTO THING
 moveq #0,d1
 move.b 47(a0),d1	;get portavalue
 beq.s a56d0		;0=no portamento
 cmpi.b #$1f,d1
 bls.s portaup
portadown: 
 andi.w #$1f,d1
 neg.w d1
portaup:
 sub.w d1,56(a0)
a56d0:
 add.w 56(a0),d0
o49e3e:
 cmpi.w #$0070,d0
 bhi.s nn1
 move.w #$0071,d0
nn1:
 cmpi.w #$06b0,d0
 bls.s nn2
 move.w #$06b0,d0
nn2:
 moveq #0,d1
 move.b 45(a0),d1
 rts



pervol:	 dcb.b 16,0	;Periods & Volumes temp. store
respcnt: dc.w 0		;Replay speed counter 
repspd:  dc.w 0		;Replay speed counter temp
onoff:   dc.w 0		;Music on/off flag.
firseq:	 dc.w 0		;First sequence
lasseq:	 dc.w 0		;Last sequence
audtemp: dc.w 0
spdtemp: dc.w 0

V1data:  dcb.b 64,0	;Voice 1 data area
offset1: dcb.b 02,0	;Is added to start of sound
ssize1:  dcb.b 02,0	;Length of sound
start1:  dcb.b 06,0	;Start of sound

V2data:  dcb.b 64,0	;Voice 2 data area
offset2: dcb.b 02,0
ssize2:  dcb.b 02,0
start2:  dcb.b 06,0

V3data:  dcb.b 64,0	;Voice 3 data area
offset3: dcb.b 02,0
ssize3:  dcb.b 02,0
start3:  dcb.b 06,0

V4data:  dcb.b 64,0	;Voice 4 data area
offset4: dcb.b 02,0
ssize4:  dcb.b 02,0
start4:  dcb.b 06,0

o4a0c8: dc.l $00000000,$00100003,$00200006,$00300009
SEQpoint: dc.l 0
PATpoint: dc.l 0
FRQpoint: dc.l 0
VOLpoint: dc.l 0

	even

SILENT: dc.w $0100,$0000,$0000,$00e1

PERIODS:dc.w $06b0,$0650,$05f4,$05a0,$054c,$0500,$04b8,$0474
	dc.w $0434,$03f8,$03c0,$038a,$0358,$0328,$02fa,$02d0
	dc.w $02a6,$0280,$025c,$023a,$021a,$01fc,$01e0,$01c5
	dc.w $01ac,$0194,$017d,$0168,$0153,$0140,$012e,$011d
	dc.w $010d,$00fe,$00f0,$00e2,$00d6,$00ca,$00be,$00b4
	dc.w $00aa,$00a0,$0097,$008f,$0087,$007f,$0078,$0071
	dc.w $0071,$0071,$0071,$0071,$0071,$0071,$0071,$0071
	dc.w $0071,$0071,$0071,$0071,$0d60,$0ca0,$0be8,$0b40
	dc.w $0a98,$0a00,$0970,$08e8,$0868,$07f0,$0780,$0714
	dc.w $1ac0,$1940,$17d0,$1680,$1530,$1400,$12e0,$11d0
	dc.w $10d0,$0fe0,$0f00,$0e28

SOUNDINFO:
;Offset.l , Sound-length.w , Start-offset.w , Repeat-length.w 

;Reserved for samples
	dc.w $0000,$0000,$0000,$0000,$0001 
	dc.w $0000,$0000,$0000,$0000,$0001 
	dc.w $0000,$0000,$0000,$0000,$0001 
	dc.w $0000,$0000,$0000,$0000,$0001 
	dc.w $0000,$0000,$0000,$0000,$0001 
	dc.w $0000,$0000,$0000,$0000,$0001 
	dc.w $0000,$0000,$0000,$0000,$0001 
	dc.w $0000,$0000,$0000,$0000,$0001 
	dc.w $0000,$0000,$0000,$0000,$0001 
	dc.w $0000,$0000,$0000,$0000,$0001 
;Reserved for synth sounds
	dc.w $0000,$0000,$0010,$0000,$0010
	dc.w $0000,$0020,$0010,$0000,$0010
	dc.w $0000,$0040,$0010,$0000,$0010
	dc.w $0000,$0060,$0010,$0000,$0010
	dc.w $0000,$0080,$0010,$0000,$0010
	dc.w $0000,$00a0,$0010,$0000,$0010
	dc.w $0000,$00c0,$0010,$0000,$0010
	dc.w $0000,$00e0,$0010,$0000,$0010
	dc.w $0000,$0100,$0010,$0000,$0010
	dc.w $0000,$0120,$0010,$0000,$0010
	dc.w $0000,$0140,$0010,$0000,$0010
	dc.w $0000,$0160,$0010,$0000,$0010
	dc.w $0000,$0180,$0010,$0000,$0010 
	dc.w $0000,$01a0,$0010,$0000,$0010 
	dc.w $0000,$01c0,$0010,$0000,$0010 
	dc.w $0000,$01e0,$0010,$0000,$0010 
	dc.w $0000,$0200,$0010,$0000,$0010 
	dc.w $0000,$0220,$0010,$0000,$0010 
	dc.w $0000,$0240,$0010,$0000,$0010 
	dc.w $0000,$0260,$0010,$0000,$0010 
	dc.w $0000,$0280,$0010,$0000,$0010 
	dc.w $0000,$02a0,$0010,$0000,$0010 
	dc.w $0000,$02c0,$0010,$0000,$0010 
	dc.w $0000,$02e0,$0010,$0000,$0010 
	dc.w $0000,$0300,$0010,$0000,$0010 
	dc.w $0000,$0320,$0010,$0000,$0010 
	dc.w $0000,$0340,$0010,$0000,$0010 
	dc.w $0000,$0360,$0010,$0000,$0010 
	dc.w $0000,$0380,$0010,$0000,$0010 
	dc.w $0000,$03a0,$0010,$0000,$0010 
	dc.w $0000,$03c0,$0010,$0000,$0010 
	dc.w $0000,$03e0,$0010,$0000,$0010 
	dc.w $0000,$0400,$0008,$0000,$0008 
	dc.w $0000,$0410,$0008,$0000,$0008 
	dc.w $0000,$0420,$0008,$0000,$0008 
	dc.w $0000,$0430,$0008,$0000,$0008 
	dc.w $0000,$0440,$0008,$0000,$0008
	dc.w $0000,$0450,$0008,$0000,$0008
	dc.w $0000,$0460,$0008,$0000,$0008
	dc.w $0000,$0470,$0008,$0000,$0008
	dc.w $0000,$0480,$0010,$0000,$0010
	dc.w $0000,$04a0,$0008,$0000,$0008
	dc.w $0000,$04b0,$0010,$0000,$0010
	dc.w $0000,$04d0,$0010,$0000,$0010
	dc.w $0000,$04f0,$0008,$0000,$0008
	dc.w $0000,$0500,$0008,$0000,$0008
	dc.w $0000,$0510,$0018,$0000,$0018
 

WAVEFORMS:
 dc.w $c0c0,$d0d8,$e0e8,$f0f8,$00f8,$f0e8,$e0d8,$d0c8
 dc.w $3f37,$2f27,$1f17,$0f07,$ff07,$0f17,$1f27,$2f37
 dc.w $c0c0,$d0d8,$e0e8,$f0f8,$00f8,$f0e8,$e0d8,$d0c8
 dc.w $c037,$2f27,$1f17,$0f07,$ff07,$0f17,$1f27,$2f37
 dc.w $c0c0,$d0d8,$e0e8,$f0f8,$00f8,$f0e8,$e0d8,$d0c8
 dc.w $c0b8,$2f27,$1f17,$0f07,$ff07,$0f17,$1f27,$2f37
 dc.w $c0c0,$d0d8,$e0e8,$f0f8,$00f8,$f0e8,$e0d8,$d0c8
 dc.w $c0b8,$b027,$1f17,$0f07,$ff07,$0f17,$1f27,$2f37
 dc.w $c0c0,$d0d8,$e0e8,$f0f8,$00f8,$f0e8,$e0d8,$d0c8
 dc.w $c0b8,$b0a8,$1f17,$0f07,$ff07,$0f17,$1f27,$2f37
 dc.w $c0c0,$d0d8,$e0e8,$f0f8,$00f8,$f0e8,$e0d8,$d0c8
 dc.w $c0b8,$b0a8,$a017,$0f07,$ff07,$0f17,$1f27,$2f37
 dc.w $c0c0,$d0d8,$e0e8,$f0f8,$00f8,$f0e8,$e0d8,$d0c8
 dc.w $c0b8,$b0a8,$a098,$0f07,$ff07,$0f17,$1f27,$2f37
 dc.w $c0c0,$d0d8,$e0e8,$f0f8,$00f8,$f0e8,$e0d8,$d0c8
 dc.w $c0b8,$b0a8,$a098,$9007,$ff07,$0f17,$1f27,$2f37
 dc.w $c0c0,$d0d8,$e0e8,$f0f8,$00f8,$f0e8,$e0d8,$d0c8
 dc.w $c0b8,$b0a8,$a098,$9088,$ff07,$0f17,$1f27,$2f37
 dc.w $c0c0,$d0d8,$e0e8,$f0f8,$00f8,$f0e8,$e0d8,$d0c8
 dc.w $c0b8,$b0a8,$a098,$9088,$8007,$0f17,$1f27,$2f37
 dc.w $c0c0,$d0d8,$e0e8,$f0f8,$00f8,$f0e8,$e0d8,$d0c8
 dc.w $c0b8,$b0a8,$a098,$9088,$8088,$0f17,$1f27,$2f37
 dc.w $c0c0,$d0d8,$e0e8,$f0f8,$00f8,$f0e8,$e0d8,$d0c8
 dc.w $c0b8,$b0a8,$a098,$9088,$8088,$9017,$1f27,$2f37
 dc.w $c0c0,$d0d8,$e0e8,$f0f8,$00f8,$f0e8,$e0d8,$d0c8
 dc.w $c0b8,$b0a8,$a098,$9088,$8088,$9098,$1f27,$2f37
 dc.w $c0c0,$d0d8,$e0e8,$f0f8,$00f8,$f0e8,$e0d8,$d0c8
 dc.w $c0b8,$b0a8,$a098,$9088,$8088,$9098,$a027,$2f37
 dc.w $c0c0,$d0d8,$e0e8,$f0f8,$00f8,$f0e8,$e0d8,$d0c8
 dc.w $c0b8,$b0a8,$a098,$9088,$8088,$9098,$a0a8,$2f37
 dc.w $c0c0,$d0d8,$e0e8,$f0f8,$00f8,$f0e8,$e0d8,$d0c8
 dc.w $c0b8,$b0a8,$a098,$9088,$8088,$9098,$a0a8,$b037
 dc.w $8181,$8181,$8181,$8181,$8181,$8181,$8181,$8181
 dc.w $7f7f,$7f7f,$7f7f,$7f7f,$7f7f,$7f7f,$7f7f,$7f7f
 dc.w $8181,$8181,$8181,$8181,$8181,$8181,$8181,$8181
 dc.w $817f,$7f7f,$7f7f,$7f7f,$7f7f,$7f7f,$7f7f,$7f7f
 dc.w $8181,$8181,$8181,$8181,$8181,$8181,$8181,$8181
 dc.w $8181,$7f7f,$7f7f,$7f7f,$7f7f,$7f7f,$7f7f,$7f7f
 dc.w $8181,$8181,$8181,$8181,$8181,$8181,$8181,$8181
 dc.w $8181,$817f,$7f7f,$7f7f,$7f7f,$7f7f,$7f7f,$7f7f
 dc.w $8181,$8181,$8181,$8181,$8181,$8181,$8181,$8181
 dc.w $8181,$8181,$7f7f,$7f7f,$7f7f,$7f7f,$7f7f,$7f7f
 dc.w $8181,$8181,$8181,$8181,$8181,$8181,$8181,$8181
 dc.w $8181,$8181,$817f,$7f7f,$7f7f,$7f7f,$7f7f,$7f7f
 dc.w $8181,$8181,$8181,$8181,$8181,$8181,$8181,$8181
 dc.w $8181,$8181,$8181,$7f7f,$7f7f,$7f7f,$7f7f,$7f7f
 dc.w $8181,$8181,$8181,$8181,$8181,$8181,$8181,$8181
 dc.w $8181,$8181,$8181,$817f,$7f7f,$7f7f,$7f7f,$7f7f
 dc.w $8181,$8181,$8181,$8181,$8181,$8181,$8181,$8181
 dc.w $8181,$8181,$8181,$8181,$7f7f,$7f7f,$7f7f,$7f7f
 dc.w $8181,$8181,$8181,$8181,$8181,$8181,$8181,$8181
 dc.w $8181,$8181,$8181,$8181,$817f,$7f7f,$7f7f,$7f7f
 dc.w $8181,$8181,$8181,$8181,$8181,$8181,$8181,$8181
 dc.w $8181,$8181,$8181,$8181,$8181,$7f7f,$7f7f,$7f7f
 dc.w $8181,$8181,$8181,$8181,$8181,$8181,$8181,$8181
 dc.w $8181,$8181,$8181,$8181,$8181,$817f,$7f7f,$7f7f
 dc.w $8181,$8181,$8181,$8181,$8181,$8181,$8181,$8181
 dc.w $8181,$8181,$8181,$8181,$8181,$8181,$7f7f,$7f7f
 dc.w $8181,$8181,$8181,$8181,$8181,$8181,$8181,$8181
 dc.w $8181,$8181,$8181,$8181,$8181,$8181,$817f,$7f7f
 dc.w $8080,$8080,$8080,$8080,$8080,$8080,$8080,$8080
 dc.w $8080,$8080,$8080,$8080,$8080,$8080,$8080,$7f7f
 dc.w $8080,$8080,$8080,$8080,$8080,$8080,$8080,$8080
 dc.w $8080,$8080,$8080,$8080,$8080,$8080,$8080,$807f
 dc.w $8080,$8080,$8080,$8080,$7f7f,$7f7f,$7f7f,$7f7f
 dc.w $8080,$8080,$8080,$807f,$7f7f,$7f7f,$7f7f,$7f7f
 dc.w $8080,$8080,$8080,$7f7f,$7f7f,$7f7f,$7f7f,$7f7f
 dc.w $8080,$8080,$807f,$7f7f,$7f7f,$7f7f,$7f7f,$7f7f
 dc.w $8080,$8080,$7f7f,$7f7f,$7f7f,$7f7f,$7f7f,$7f7f
 dc.w $8080,$807f,$7f7f,$7f7f,$7f7f,$7f7f,$7f7f,$7f7f
 dc.w $8080,$7f7f,$7f7f,$7f7f,$7f7f,$7f7f,$7f7f,$7f7f
 dc.w $8080,$7f7f,$7f7f,$7f7f,$7f7f,$7f7f,$7f7f,$7f7f
 dc.w $8080,$9098,$a0a8,$b0b8,$c0c8,$d0d8,$e0e8,$f0f8
 dc.w $0008,$1018,$2028,$3038,$4048,$5058,$6068,$707f
 dc.w $8080,$a0b0,$c0d0,$e0f0,$0010,$2030,$4050,$6070
 dc.w $4545,$797d,$7a77,$7066,$6158,$534d,$2c20,$1812
 dc.w $04db,$d3cd,$c6bc,$b5ae,$a8a3,$9d99,$938e,$8b8a
 dc.w $4545,$797d,$7a77,$7066,$5b4b,$4337,$2c20,$1812
 dc.w $04f8,$e8db,$cfc6,$beb0,$a8a4,$9e9a,$9594,$8d83
 dc.w $0000,$4060,$7f60,$4020,$00e0,$c0a0,$80a0,$c0e0
 dc.w $0000,$4060,$7f60,$4020,$00e0,$c0a0,$80a0,$c0e0
 dc.w $8080,$9098,$a0a8,$b0b8,$c0c8,$d0d8,$e0e8,$f0f8
 dc.w $0008,$1018,$2028,$3038,$4048,$5058,$6068,$707f
 dc.w $8080,$a0b0,$c0d0,$e0f0,$0010,$2030,$4050,$6070

module:	incbin	"df1:modules/back.boppy1"

;BYMARC
