;Variables that can be set at this stage CPUminimum.b=Processor PrefDisplayDepth.w=8 #LandWidth=1920 ; Width of the land image #LandHeight=40 ; Height of the land image LandBase.l=0 ; Base address of the land image Dim LandPos.w(2) ; X coordinate offset in pixels and bytes of the land of each player LandPos(1)=0 LandPos(2)=0 LandBuffer.l=0 ; Destination to copy land to in the chunky buffer #PlanarWidth=640 ; Fixed for c2p to work - combination of width*height is all that's important #PlanarHeight=409 ; Fixed for c2p to work - 640x409 represents about largest planar size likely within 32768 bytes (32720!) #PlaneSize=(#PlanarWidth*#PlanarHeight)/8 ; Won't compile if >~2^16(32768 bytes) ChunkyBase.l=0 ; Start of chunky buffer including clip buffers ChunkyBuffer.l=0 ; Actual starting address of displayable chunky area #ChunkyClipTop=256 ; Clip-zone above the chunky screen, number of lines #ChunkyClipBottom=256 ; Clip-zone below the chunky screen, number of lines BGHeight.w=1600 ; Height in lines of the background (-GameHeight) BackgroundBase.l=0 ; Base address of displayable background image Dim BGPos.w(2) ; Y offset position in lines of the background image for each player BGPos(1)=0 BGPos(2)=0 BGWidth.w=320 ; Width in pixels of background image file *ScrVP.ViewPort=0 IsAGA.b=False ClearScreenTo.l=$00000000 Clear4.l=$005e5e00 ; Four pixels, their colour registers, that the central dividing bar will be draw in in 2 player mode Multitasking.b=True ; Default NumberOfPlayers.b=2 ; Number of windows on the display, 1 or 2