PAL = 0
NTSC = 1
+SECAM = 2
-SYSTEM = NTSC ; change this to PAL or NTSC
+SYSTEM = NTSC ; change this to PAL or NTSC or SECAM
; ---------- Variables
SEG.U vars
P1STARTY = 0
M0HEIGHT = 4
M0RESPAWNT = 255
-MAPCOUNT = 4
+MAPCOUNT = 10
OFFSETPERMAP = 6
; music volumes
.byte $00 ; black - goes into COLUBK, B&W for background
#endif
+#if SYSTEM = SECAM
+Colours:
+ .byte $3A ; green - goes into COLUP0, color for player1 and missile0
+ .byte $B4 ; blue - goes into COLUP1, color for player0 and missile1
+ .byte $66 ; red - goes into COLUPF, color for playfield and ball
+ .byte $00 ; black - goes into COLUBK, color for background
+ .byte $0E ; white - goes into COLUP0, B&W for player0 and missile0
+ .byte $14 ; dark grey - goes into COLUP1, B&W for player1 and missile1
+ .byte $1A ; light grey - goes into COLUPF, B&W for playfield and ball
+ .byte $00 ; black - goes into COLUBK, B&W for background
+ScoreColours:
+ .byte $C6 ; green - goes into COLUP0, color for player1 and missile0
+ .byte $86 ; blue - goes into COLUP1, color for player0 and missile1
+ .byte $46 ; red - goes into COLUPF, color for playfield and ball
+ .byte $00 ; black - goes into COLUBK, color for background
+ .byte $0E ; white - goes into COLUP0, B&W for player0 and missile0
+ .byte $06 ; dark grey - goes into COLUP1, B&W for player1 and missile1
+ .byte $0A ; light grey - goes into COLUPF, B&W for playfield and ball
+ .byte $00 ; black - goes into COLUBK, B&W for background
+#endif
+
; Sprite data
TurtleSprite:
.byte %10000001
.byte %00011000
.byte %00011000
.byte %00011000
- .byte %01111110
+ .byte %00111100
.byte %00000000
.byte %00000000
.byte %00000000
- .byte %01111110
+ .byte %00111100
.byte %00011000
.byte %00011000
.byte %00011000
.byte %00011000
.byte %00011000
- .byte %01111110
+ .byte %00111100
.byte %00000000
.byte %00000000
.byte %00000000
- .byte %01111110
+ .byte %00111100
.byte %00011000
.byte %00011000
.byte %00011000
.word Room0LayoutPF0
.word Room0LayoutPF1
.word Room0LayoutPF2
+
.word Room1LayoutPF0
.word Room1LayoutPF1
.word Room1LayoutPF2
+
.word Room2LayoutPF0
.word Room2LayoutPF1
.word Room2LayoutPF2
+
.word Room3LayoutPF0
.word Room3LayoutPF1
.word Room3LayoutPF2
+
+ ; mix and match room
+ .word Room2LayoutPF0
+ .word Room3LayoutPF1
+ .word Room1LayoutPF2
+
+ .word Room0LayoutPF0
+ .word Room1LayoutPF1
+ .word Room2LayoutPF2
+
+ .word Room3LayoutPF0
+ .word Room1LayoutPF2
+ .word Room0LayoutPF2
+
+ .word Room1LayoutPF0
+ .word Room3LayoutPF2
+ .word Room0LayoutPF2
+
+ .word Room0LayoutPF0
+ .word Room1LayoutPF2
+ .word Room0LayoutPF2
+
+ .word Room0LayoutPF0
+ .word Room1LayoutPF2
+ .word Room0LayoutPF2
+
+ .word Room3LayoutPF0
+ .word Room1LayoutPF1
+ .word Room3LayoutPF2
+
+ .word Room1LayoutPF0
+ .word Room3LayoutPF2
+ .word Room3LayoutPF2
ROOMTABLESIZE = * - RoomTable
; Sound tables