*****************************************************************************
*                                                                           *
* 		        Count Down 9 To 0 For Start Of Demo                 *
*                                                                           *
*  Start Date : 2/3/91                                                      *
* Last Update : 2/3/91                                                      *
*   							   Code : Melt Down *
*                                                                           *
*****************************************************************************

; Include the macros

	Incdir	Df1:
	Include	Source/Macro

*****************************************************************************

; Dont forget to use chip ram

	Chip
	
*****************************************************************************

; Kill the operating system for good mesure

	Kill		
	
*****************************************************************************

; Load custom and set up copper list

	Lea	Custom,A5
	Move.l	#Copper,Cop1lch(a5)
	
*****************************************************************************

; Clear Some Memory

	Blitwait
	Move.l	#$70000,Bltdpth(a5)
	Move.l	#-1,Bltafwm(a5)
	Move.w	#0,Bltdmod(a5)
	Move.l	#$01000000,Bltcon0(a5)
	Move.w	#256*64+60,Bltsize(a5)

*****************************************************************************

	Blitwait
	
*****************************************************************************

; Main routine here

Mouse
	Pos					; Get in sync with vbi
	Btst	#7,$bfe001
	Beq.s	Mouse
	Bsr	BlitBlock
	Tst.w	OutFlag
	Bne.s	Quit
	Tstmice	Mouse				; Pressed the mouse
	
*****************************************************************************

; Return operating system and go back to user

Quit
	Heal
	Clr.l	D0				; No error
	Rts
	
*****************************************************************************

; Blit Block
BlitBlock
	Cmp.w	#25,CountDel			; Is The Delay > 25
	Bgt	CheckOther			; No Then Skip
	Tst.w	NumCol+2			; Is Colour Black
	Beq.s	DoRest				; Yes ???
	Sub.w	#$111,NumCol+2			; Fade It
	Bra	DoRest				; Skip Colour Set
CheckOther
	Move.w	#$fff,NumCol+2			; Set Colour
DoRest
	Tst.w	CountDel			; Have We Reaced 0
	Bne	OutAHere			; Yes ??
	Cmp.w	#800,Count			; Have We Blited 0
	Bne.s	GoDODO				; Yes Or No
	Move.w	#-1,OutFlag			; Go On Quit
	Rts
GoDODO	

; Clear Screen

	Blitwait
	Move.l	#$70000,Bltdpth(a5)
	Move.l	#-1,Bltafwm(a5)
	Move.w	#0,Bltdmod(a5)
	Move.l	#$01000000,Bltcon0(a5)
	Move.w	#256*64+60,Bltsize(a5)
	Blitwait
	Move.w	#100,CountDel			; Set Delay In Frames
	Move.l	#$09f00000,Bltcon0(a5)
	Move.l	#-1,Bltafwm(a5)
	Move.w	#36,Bltdmod(a5)
	Move.w	#00,Bltamod(a5)
	Lea	$70000,A0			; Screen
	Lea	Nums,A1				; Pointer To Num Data
	Add.w	Count,A1			; Get Current Num
	Add.w	#80,Count			; Inc For Next Char
	Move.w	#8-1,D7				; 8 On A Line
	Move.w	#32*64+2,D6			; Siz 
DoDo1
	Move.w	#9,D5				; 10 Down
DoDo
	Tst.b	(a1)+
	Beq.s	Leave
	Move.l	A0,Bltdpth(a5)
	Move.l	#BlockData,Bltapth(a5)
	Move.w	D6,Bltsize(a5)
Leave
	Add.w	#4,a0
	Dbf	D5,DoDo
	Add.w	#31*40,A0
	Dbf	D7,DODo1
OutAHere
	Sub.w	#1,CountDel
	Rts
	
*****************************************************************************

BlockData
	Dc.w	0,0
	Rept	31
	Dc.w	%0111111111111111,%1111111111111111
	Endr

*****************************************************************************

OutFlag
	Dc.w	0
CountDel
	Dc.w	0
Count
	Dc.w	0
	
*****************************************************************************

Nums   
	Dc.b	0,0,1,1,1,1,1,1,0,0
	Dc.b	0,1,1,1,1,1,1,1,1,0
	Dc.b	0,1,1,0,0,0,0,1,1,0
	Dc.b	0,1,1,1,1,1,1,1,1,0
	Dc.b	0,0,1,1,1,1,1,1,1,0
	Dc.b	0,0,0,0,0,0,0,1,1,0
	Dc.b	0,1,1,1,1,1,1,1,1,0
	Dc.b	0,0,1,1,1,1,1,1,0,0

	Dc.b	0,0,1,1,1,1,1,1,0,0
	Dc.b	0,1,1,1,1,1,1,1,1,0
	Dc.b	0,1,1,0,0,0,0,1,1,0
	Dc.b	0,1,1,1,1,1,1,1,1,0
	Dc.b	0,1,1,1,1,1,1,1,1,0
	Dc.b	0,1,1,0,0,0,0,1,1,0
	Dc.b	0,1,1,1,1,1,1,1,1,0
	Dc.b	0,0,1,1,1,1,1,1,0,0

	Dc.b	0,1,1,1,1,1,1,1,0,0
	Dc.b	0,1,1,1,1,1,1,1,1,0
	Dc.b	0,0,0,0,0,0,0,1,1,0
	Dc.b	0,0,0,0,0,0,0,1,1,0
	Dc.b	0,0,0,0,0,0,0,1,1,0
	Dc.b	0,0,0,0,0,0,0,1,1,0
	Dc.b	0,0,0,0,0,0,0,1,1,0
	Dc.b	0,0,0,0,0,0,0,1,1,0
	
	Dc.b	0,0,1,1,1,1,1,1,0,0
	Dc.b	0,1,1,1,1,1,1,1,1,0
	Dc.b	0,1,1,0,0,0,0,0,0,0
	Dc.b	0,1,1,1,1,1,1,1,1,0
	Dc.b	0,1,1,1,1,1,1,1,1,0
	Dc.b	0,1,1,0,0,0,0,1,1,0
	Dc.b	0,1,1,1,1,1,1,1,1,0
	Dc.b	0,0,1,1,1,1,1,1,0,0

	Dc.b	0,0,1,1,1,1,1,1,0,0
	Dc.b	0,1,1,1,1,1,1,1,1,0
	Dc.b	0,1,1,0,0,0,0,0,0,0
	Dc.b	0,1,1,1,1,1,1,1,1,0
	Dc.b	0,1,1,1,1,1,1,1,1,0
	Dc.b	0,0,0,0,0,0,0,1,1,0
	Dc.b	0,1,1,1,1,1,1,1,1,0
	Dc.b	0,0,1,1,1,1,1,1,0,0

	Dc.b	0,1,1,0,0,0,0,1,1,0
	Dc.b	0,1,1,0,0,0,0,1,1,0
	Dc.b	0,1,1,0,0,0,0,1,1,0
	Dc.b	0,1,1,1,1,1,1,1,1,0
	Dc.b	0,0,1,1,1,1,1,1,1,0
	Dc.b	0,0,0,0,0,0,0,1,1,0
	Dc.b	0,0,0,0,0,0,0,1,1,0
	Dc.b	0,0,0,0,0,0,0,1,1,0

	Dc.b	0,1,1,1,1,1,1,1,0,0
	Dc.b	0,1,1,1,1,1,1,1,1,0
	Dc.b	0,0,0,0,0,0,0,1,1,0
	Dc.b	0,0,0,1,1,1,1,1,1,0
	Dc.b	0,0,0,1,1,1,1,1,1,0
	Dc.b	0,0,0,0,0,0,0,1,1,0
	Dc.b	0,1,1,1,1,1,1,1,1,0
	Dc.b	0,1,1,1,1,1,1,1,0,0

	dc.b	0,1,1,1,1,1,1,1,1,0
	dc.b	0,1,1,1,1,1,1,1,1,0
	dc.b	0,0,0,0,0,0,0,1,1,0
	dc.b	0,1,1,1,1,1,1,1,1,0
	dc.b	0,1,1,1,1,1,1,1,1,0
	dc.b	0,1,1,0,0,0,0,0,0,0
	dc.b	0,1,1,1,1,1,1,1,1,0
	dc.b	0,0,1,1,1,1,1,1,1,0

	Dc.b	0,0,0,0,1,1,0,0,0,0
	Dc.b	0,0,0,1,1,1,0,0,0,0
	Dc.b	0,0,1,1,1,1,0,0,0,0
	Dc.b	0,0,1,0,1,1,0,0,0,0
	Dc.b	0,0,0,0,1,1,0,0,0,0
	Dc.b	0,0,0,0,1,1,0,0,0,0
	Dc.b	0,1,1,1,1,1,1,1,1,0
	Dc.b	0,1,1,1,1,1,1,1,1,0

	Dc.b	0,0,1,1,1,1,1,1,0,0
	Dc.b	0,1,1,1,1,1,1,1,1,0
	Dc.b	0,1,1,0,0,0,1,1,1,0
	Dc.b	0,1,1,0,0,1,0,1,1,0
	Dc.b	0,1,1,0,1,0,0,1,1,0
	Dc.b	0,1,1,1,0,0,0,1,1,0
	Dc.b	0,1,1,1,1,1,1,1,1,0
	Dc.b	0,0,1,1,1,1,1,1,0,0
	
*****************************************************************************

; All copper list after here

Copper

	Spr_Off					; Switch sprites off
	Cmove	$2c71,Diwstrt
	Cmove	$2cc1,Diwstop
	Cmove	$0038,Ddfstrt
	Cmove	$00d0,Ddfstop
	Cmove	$0000,Bpl1mod			
	Cmove	$0000,Bpl2mod
	Cmove	$0007,Bpl1pth
	Cmove	$0000,Bpl1ptl
	Cmove	$0000,Color00
NumCol
	Cmove	$0fff,Color01
	Cmove	$1200,Bplcon0
	Endcop

*****************************************************************************


