Obje EQU 23776 DarkStar EQU #6D89 RunAddr EQU #FF00 ; ORG #5CE0 ; ENT DI LD SP,0 LD HL,ObjeLoc LD DE,RunAddr LD BC,#100 LDIR ; LD IX,#4000 LD DE,#F000-#4000 XOR A ; JP LoadIt ; ObjeLoc EQU $ ; ORG RunAddr,ObjeLoc ; LoadIt CALL LDBytes JP C DarkStar RST 0 ; LDBytes INC D EX AF,AF' DEC D DI LD A,#09 OUT (#FE),A ; LD HL,LDRet PUSH HL ; IN A,(#FE) RRA AND#20 LD C,A CP A LDBreak JP NZ 0 ; LDStart CALL LDEdge1 JR NC LDBreak ; LD HL,#415 ; LDWait DJNZ LDWait ; DEC HL LD A,H OR L JR NZ LDWait ; CALL LDEdge2 JR NC LDBreak ; LDLeader LD B,#9C CALL LDEdge2 JR NC LDBreak ; LD A,#C6 CP B JR NC LDStart ; INC H JR NZ LDLeader ; LDSync LD B,#C9 CALL LDEdge1 JR NC LDBreak ; LD A,B CP #D4 JR NC LDSync ; CALL LDEdge1 RET NC ; LD H,0 LD B,#B0 JR LDMarker ; LDLoop EX AF,AF' JR NZ LDFlag JR NC LDLoop1 ; LDLoop1 LD (IX),L JR LDNext ; LDFlag RL C XOR L RET NZ ; LD A,C RRA LD C,A INC DE JR LDDec ; LDNext INC IX ; LDDec DEC DE EX AF,AF' LD B,#B2 ; LDMarker LD L,#01 ; LD8Bits CALL LDEdge2 RET NC ; LD A,#CB CP B RL L LD B,#B0 JP NC LD8Bits ; LD A,H XOR L LD H,A ; LD A,D OR E JR NZ LDLoop ; LD A,H CP 1 RET ; LDEdge2 CALL LDEdge1 RET NC ; LDEdge1 LD A,#16 ; LDDelay DEC A JR NZ LDDelay ; OR A LDSample INC B RET Z ; LD A,#BF IN A,(#FE) RRA RET NC ; XOR C AND#20 JR Z LDSample ; LD A,C XOR #F9 LD C,A ; AND#07 OR #08 OUT (#FE),A ; SCF RET ; LDRet PUSH AF LD A,0 OUT (#FE),A ; LD A,#BF IN A,(#FE) RRA JR NC LDEnd1 ; LDEnd POP AF RET ; LDEnd1 LD A,#FF POP AF SCF RET ; DEFM /Boring game ! Boring game !/ DEFM /The boring game ./ DEFM /The first bit we got tired of it/ DEFM / so we wrote the second bit of this/ DEFM / boring game , the boring game !/ DEFM / Another bit , another bit , / DEFM /another boring bit - another bit/ DEFM / , another bit , another final / DEFM /boring bit - another bit/ DEFM / - another bit , a boring bit !/ DEFM /Looks just like the other one ,/ DEFM / is in fact another one , of these/ DEFM / boring games - the boring game./ DEFM / Oh not again !/ DEFM / No not again !/ DEFM / Please not again !/ DEFM /(c) Chewrubba/