;APSFFFFFFFF000066BC000065AA00019390FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF SECTION musicRoutine,CODE_C ;zalozeni kodove sekce musicRoutine ;by Lisiak ;PhotonWrapper *** MiniWrapper by Photon *** Start: move.l 4.w,a6 ;Exec library base address in a6 sub.l a4,a4 btst #0,297(a6) ;68000 CPU? beq.w .yes68k lea .GetVBR(PC),a5 ;else fetch vector base address to a4: jsr -30(a6) ;enter Supervisor mode *--- save view+coppers ---* .yes68k: ; lea .GfxLib(PC),a1 ;either way return to here and open lea GFXLIB(PC),a1 ;either way return to here and open jsr -408(a6) ;graphics library tst.l d0 ;if not OK, beq.w .quit ;exit program. move.l d0,a5 ;a5=gfxbase move.l a5,a6 move.l 34(a6),-(sp) sub.l a1,a1 ;blank screen to trigger screen switch ; sub.l a1,a1 ;nuluji A1, jinak to jde do Guru lea PLANE(pc),a3 ;zapis adresy pro 1 bitplane ; add.w #40,a3 LEA PLANES(PC),a2 ;zapis adresy 1 bitplanu pro Copper move.l a3,d2 ;a3 neumoznuje instrukci swap,pozijeme d0 add.w #40,d2 move.w d2,6(a2) ;zapis adresy 1 bitplanu do adresy pro reg SWAP D2 ;ister na 2 krat v PLANES $00E0,sem,$00E2, move.w d2,2(a2) ;sem. 6(a3)=o 6byte dal vuci pointeru ;dc.w 0 = dc.w 0000 SWAP D2 addq.l #8,a2 sub.w #40,d2 move.w d2,6(a2) SWAP D2 move.w d2,2(a2) ;30*(40byte)=30*(40*8bite) ;=30*(320=sirka obrazovky v LoRes) ;zacatek textu bude posunuty ;o 30 pixelu nize ;Musi byt pouzito MOVE.L a byt vynulovana ;D1 v ted nevyuzitych bitech-souvisi to s ;pozdejsi praci s bitplanem do ktereho ;musime pristupovat v rozsahu Long a ;pripocitavame k nemu prave hodnotu z D1 ;v navesti FOUNDCHAR: ADD.L D1,A3. Pokud ;pouzijeme pouze Word,program se za stavu ;kdy je spusten v Asm-Pro a spustime jej ;taky i u jiz zkompilovaneho EXE souboru ;ze zkompilovaneho EXE souboru spravne ;nespusti.Samostatne spustene EXE, kdyz ;neni program spusten i v Asm-Pro funguje ;spravne i s instrukci MOVE.W LEA COPLIST(PC),A2 ;zapis adresy pro nas program pro Copper MOVE.L A2,$DFF080 ;registr adresy pocatku programu pro Copper move.b #$00,$bfde00 move.b #$7f,$bfdd00 move.b #$00,$bfd400 ;2000=1/100 vteriny move.b #$70,$bfd500 move.b #$09,$bfde00 .zpomal222 btst.b #0,$bfdd00 beq .zpomal222 jsr -222(a6) ;on Amigas with graphics cards *--- save int+dma ---* lea $dff000,a6 bsr.w WaitEOF ;wait out the current frame ; bsr.s WaitEOF0 ;wait out the current frame move.l $1c(a6),-(sp) ;save intena+intreq move.w 2(a6),-(sp) ;and dma move.l $6c(a4),-(sp) ;and also the VB int vector for sport. bsr.w AllOff ;turn off all interrupts+DMA ; move.w #$8380,$dff096 *--- call demo ---* movem.l a4-a6,-(sp) bsr.w Demo ;call our demo \o/ movem.l (sp)+,a4-a6 *--- restore all ---* bsr.s WaitEOF ;wait out the demo's last frame bsr.w AllOff ;turn off all interrupts+DMA ;; bsr.s AllOff0 ;turn off all interrupts+DMA move.l (sp)+,$6c(a4) ;restore VB vector move.l 38(a5),$80(a6) ;and copper pointers move.l 50(a5),$84(a6) addq.w #1,d2 ;$7fff->$8000 = master enable bit or.w d2,(sp) move.w (sp)+,$96(a6) ;restore DMA or.w d2,(sp) move.w (sp)+,$9a(a6) ;restore interrupt mask or.w (sp)+,d2 bsr.s IntReqD2 ;restore interrupt requests move.l a5,a6 move.l (sp)+,a1 jsr -222(a6) ;restore OS screen *--- close lib+exit ---* move.l a6,a1 ;close graphics library move.l 4.w,a6 jsr -414(a6) .quit: moveq #0,d0 ;clear error return code to OS rts ;back to AmigaDOS/Workbench. .GetVBR: dc.w $4e7a,$c801 ;hex for "movec VBR,a4" rte ;return from Supervisor mode ;.GfxLib: ; dc.b "graphics.library",0,0 WaitEOF0: ;wait for end of frame bsr.s WaitBlitter move.w #$138,d0 rts WaitEOF: ;wait for end of frame bsr.s WaitBlitter move.w #$138,d0 WaitRaster: ;Wait for scanline d0. Trashes d1. .l: move.l 4(a6),d1 lsr.l #1,d1 lsr.w #7,d1 cmp.w d0,d1 bne.s .l ;wait until it matches (eq) rts ***** pridano,Textro nefungovalo s nulovanim bitu u DMACON a INTENA ***** AllOff0: * ; move.w #$7fff,d2 ;clear all bits * ; move.w #$7c7f,d2 ;clear all bits * move.w d2,$9c(a6) ;and INTREQ * move.w d2,$9c(a6) ;twice for A4000 compatibility * rts * ************************************************************************* AllOff: move.w #$7fff,d2 ;clear all bits ; move.w #$7c7f,d2 ;clear all bits move.w d2,$96(a6) ;in DMACON, ; move.w #$8380,$dff096 move.w #$7fff,d2 ;clear all bits move.w d2,$9a(a6) ;INTENA, IntReqD2: move.w d2,$9c(a6) ;and INTREQ move.w d2,$9c(a6) ;twice for A4000 compatibility rts WaitBlitter: ;wait until blitter is finished tst.w (a6) ;for compatibility with A1000 .loop: btst #6,2(a6) bne.s .loop rts ;PhotonWrapperEnd ****************************************** * CD music routine - Lisiak * ****************************************** ;;_LVOFreeMem = -210 ;;_LVOAllocMem = -198 ;_LVOForbid = -132 ;odstaveni multitaskingu ;_LVOPermit = -138 ;spusteni multitaskingu Demo ; ;musicRoutine by Lisiak START ; or.w #2,$bfe001 ;vypnuti filtru pro vysoky frekvence moveq.l #0,d1 moveq.l #0,d2 moveq.l #0,d3 ;arpeggio moveq.l #0,d4;vypnu bit pro vibrato,vynuluji casovas pro Textro ;TEXTRO casovac ; move #0,a1;-4-7.bit - pro vykresleni kazdeho radku pismena ;-0-3.bit - pocet radku na obrazovce sub.l a1,a1;-4-7.bit - pro vykresleni kazdeho radku pismena ;-0-3.bit - pocet radku na obrazovce ; move.l #$ff000000,a5 ; pozice pismena v radku=00 sub.l a5,a5 ; pozice pismena v radku=00 ; move.w #$0f00,a5 ; move.l #$ffff0000,a5 ;00ff0000 casovas pro hrajici pattern na hodnotu ; pred 0 = ff lea table6(pc),a6 moveq #0,d5 ;TEXTRO tenhle usek kodu jsem dal nahoru k hudebni rutine--------------------- INIT: move.w #$8380,$dff096 ;30*(40byte)=30*(40*8bite) ;=30*(320=sirka obrazovky v LoRes) ;zacatek textu bude posunuty ;o 30 pixelu nize ;Musi byt pouzito MOVE.L a byt vynulovana ;D1 v ted nevyuzitych bitech-souvisi to s ;pozdejsi praci s bitplanem do ktereho ;musime pristupovat v rozsahu Long a ;pripocitavame k nemu prave hodnotu z D1 ;v navesti FOUNDCHAR: ADD.L D1,A3. Pokud ;pouzijeme pouze Word,program se za stavu ;kdy je spusten v Asm-Pro a spustime jej ;taky i u jiz zkompilovaneho EXE souboru ;ze zkompilovaneho EXE souboru spravne ;nespusti.Samostatne spustene EXE, kdyz ;neni program spusten i v Asm-Pro funguje ;spravne i s instrukci MOVE.W ; lea TEXT(pc),a4 ;adresa na nas text ; move.w #$0f00,a5 ;TEXTRO konec------------------------------------------------------------------ move.w #0,d0 ;2 byte nuluji kvuli pozdejsi instrukci 0(a2,d0.w),a2 and.w #$ff,d5 ;ve hre se vzdy bude hrat prednastavena 1.melodie ;tedy nuluji 1 byte sub.l a4,a4 skladba ; move.l #$ffff0000,d2;#$00xx0000 xx pro casovac hrani patternu Vskladbe ; move.w a5,d2 ; #$00xx v A5 je xx hodnota pozice pismena v radku ; move.l d2,a5 ; v A5 spravne hodnoty pro hrani nove skladby ; move.b #0,d2 ;44332211 ; or.l #$04000000,d4 and.l #$fbffffff,d4 ;bit hrani skladby od zacatku = 0 move.w #$f,$dff096 ;lea music(pc),a0 ;adresu music do a0 lea skladby(pc),a0 ;adresu music do a0 ;; move.w (a0)+,d2 ;; move.b d2,d5 ; move.b d0,d5 ;vyreseno vyse v kodu pomoci and.w #$ff,d5 ; ror.w #8,d5 lea tableST(pc),a2 ; rol.b #2,d2 move.w d5,d0 lsr.w #8,d0 rol.b #2,d0 ; move.l 0(a2,d2.w),a2 move.l 0(a2,d0.w),a2 jsr (a2) bra zahrajSampl T00 move.l a5,d0 ;index 1.patternu ve skladbe do 2.byte A5 and.l #$00ff0000,d0 ;ten je v 1.skladbe 0, v dalsich skladbach- ;-bude vetsi sub.l d0,a5 ; lea skladba1(pc),a0 ;adresu music do a0 ;; move.l #C2,$dff0c4 ;; move.l #C2,$dff0c4 rts T01 ; move.l #C4,$dff0a0 ;sampl synth do 2.kanalu ; move.w #$12c8,$dff0a4 ;; move.l #BA,$dff0b0 ;sampl synth do 2.kanalu ; move.l #C6,$dff0b0 ;sampl synth do 2.kanalu ; move.w #$fa0,$dff0b4 ;; move.l #C5,$dff0d0 ;sampl kickTerminator (4.kanal) rts zahrajSampl ;**************************************** ;program ;docasneTextro ;**************************************** ;; or.w #$0f00,d1 ;DMA hraji vzdy vsechny ; and.w #$00ff,d1 ;DMA nehraji zadne ;(pokud hraje puvodni DMA tak to pokracuje) move.b #$ff,d4 ; nastavim casovac na FF btst #7,d3 beq sfxNe ; move.w #3,$dff096 ; bra txtIn1time bra docasneTextro sfxNe ; move.b #$ff,d4 ; nastavim casovac na FF or.w #$0f00,d1 ;zde nastacuji DMA Pauli na 1, protoze v prvni smycce ;hudebni rutiny se testuje, jestli se ma DMA hrat, ;a pokud by bylo DMA na 0, neprovedl by se ani prvni ;cyklus hudebni rutiny a kdyz se neprovede prvni cyklus, ;nezinicializuje se nikdy DMA na 1, cim zustane hudebni ;rutina po celou dobu ticho. Testovani DMA pro kazdy ;kanal je stara cast kodu, nemusel bych to jiz delat, ;zatim ponechavam and.l #$bfffffff,d3;vypnu bit pro vibrato. Vibrato jiz v D3 ;ponecham bit, co urcuje, jestli se bude obrazovka ;v textru mazat pomoci mezery, nebo pomoci napsani ;dalsiho textu and.l #$3f3f3f3f,d7 ;d7 smaz puvodni volume slide ; btst #7,d3 ; bne txtIn1time ;sfxNe move.w #0,d6 moveq #0,d0 ;potrebuji smazat 2.word(ztlumovani samplu v 1/4,1/2,3/4) ;a 1.word je pomocna promenna,pouzivam rychlejsi ;moveq a mazu vse ; move.b #0,d5 ;aby se nevykonal volume slide, kdyz neni aktivni. ;V 0.cyklu se efekt nevykonava (zacina az v 1/4 radku ;patternu) a casovac pro shodu je na 0. ; move.l (a0)+,d2 ;prepinani samplu ;tstFre ; btst #8,d1 ; beq tstFre2 ;ne? Vynech nestaveni frek. 1.kanalu move.b (a0)+,d2 ;hrani 1.tonu? ; bpl tony ;ano jdi sem ; cmp.b #$80,d2 ; bne tony ; rts ; move.b (a0)+,d2 ;hrani 1.tonu ;tony cmp.b #0,d2 bne zachoD4 and.b #$c0,d3 move.w #1,$dff096 ;;; bra zmeDma1 zachoD4 ; cmp.b #$41,d2 cmp.b #$3d,d2 ;; bne vybFre1 bne ctiFre1 zmeDma1 ; and.b #$e,d0 and.w #$eff,d1 bra tstFre2 ctiFre1 move.b d2,d0 and.b #$c0,d0 tst.b d0 beq vybFre1 cmp.b #$c0,d0 bne ztl12s1 or.l #$400000,d0 bra ztlfre1 ztl12s1 cmp.b #$80,d0 bne ztl14s1 or.l #$80000,d0 bra ztlfre1 ztl14s1 or.l #$10000,d0 ztlfre1 and.b #$3f,d2 tst.b d2 beq tstFre2 vybFre1 move.w #1,$dff096 move.b #$00,$bfde00 move.b #$7f,$bfdd00 move.b #$70,$bfd400 ;2000=1/100 vteriny move.b #$00,$bfd500 move.b #$09,$bfde00 waitTimeP btst.b #0,$bfdd00 beq waitTimeP bsr cFreVd2 ; swap d0 ;; swap d1 move.w d1,$dff0a6 ;nastav frekvenci 1.kanalu ;; swap d1 ;; bra tstFre2 ;; move.l a4,d2 ;; sub.w d2,a4 ;; swap d2 ;; add.w d2,a4 ;;jemna uprava tonu ;;zalVib ; swap d6 ; move.w d1,d6 swap d1 ; swap d6 tstFre2 ; btst #9,d1 ; beq tstFre3 ;ne? Vynech nestaveni frek. 1.kanalu ; rol.l #8,d2 move.b (a0)+,d2 ;prepinani samplu cmp.b #0,d2 bne zachoD5 move.w #2,$dff096 ;;; bra zmeDma2 zachoD5 ; cmp.b #$41,d2;;; cmp.b #$3d,d2 bne nahSmp2 zmeDma2 ; and.b #$d,d0 and.w #$dff,d1 bra tstFre3 nahSmp2 move.b d2,d0 and.b #$c0,d0 tst.b d0 beq vybFre2 cmp.b #$c0,d0 bne ztl22s1 or.l #$800000,d0 bra ztlfre2 ztl22s1 cmp.b #$80,d0 bne ztl24s1 or.l #$100000,d0 bra ztlfre2 ztl24s1 or.l #$20000,d0 ztlfre2 and.b #$3f,d2 tst.b d2 beq tstFre3 vybFre2 move.w #2,$dff096 move.b #$00,$bfde00 move.b #$7f,$bfdd00 move.b #$70,$bfd400 ;2000=1/100 vteriny ---5000 ne,6000 ok move.b #$00,$bfd500 move.b #$09,$bfde00 waitTimeP1 btst.b #0,$bfdd00 beq waitTimeP1 bsr cFreVd2 ; swap d0 ;; swap d1 move.w d1,$dff0b6 ;nastav frekvenci 1.kanalu swap d1 ;; move.l a5,d2 ;; sub.w d2,a5 ;; swap d2 ;; add.w d2,a5 tstFre3 ; btst #$a,d1 ; beq tstFre4 ;ne? Vynech nestaveni frek. 1.kanalu ; rol.l #8,d2 move.b (a0)+,d2 ;prepinani samplu cmp.b #0,d2 bne zachoD6 and.b #$c0,d3 move.w #4,$dff096 ;;; bra zmeDma3 zachoD6 cmp.b #$3d,d2 bne ctiFre3 zmeDma3 and.w #$bff,d1 ;presunuto nahoru a zde nema byt pro efekt arpeggio bra tstFre4 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ctiFre3 ;; cmp.b #$42,d2 ; ; ; cmp.b #$3e,d2 ; bne nahSmp3 ;vibrato ; ; or.l #$1000000,d4 ;zapneme vibrato 1b ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; move.b d2,d0 and.b #$c0,d0 tst.b d0 beq vybFre3 cmp.b #$c0,d0 bne ztl32s1 or.l #$1000000,d0 bra ztlfre2 ztl32s1 cmp.b #$80,d0 bne ztl34s1 or.l #$200000,d0 bra ztlfre3 ztl34s1 or.l #$40000,d0 ztlfre3 and.b #$3f,d2 tst.b d2 beq tstFre4 vybFre3 move.w #$ffff,d4 ;potrebuji nasavit casovac pro arpeggio (2.byte) ;na ff a casovac pro delku hrani 1 radku patternu ;zde jiz mam nastaven na ff a jen nastavuji znovu. ;casovac pro arpeggio muzu nastavit pouze zde kvuli ;casove spravnemu zahrani 1.tonu arpeggia move.w #4,$dff096 ;u arpeggia mozna nebude moci byt move.b #$00,$bfde00 move.b #$7f,$bfdd00 move.b #$70,$bfd400 ;2000=1/100 vteriny e move.b #$00,$bfd500 move.b #$09,$bfde00 waitTimeP2 btst.b #0,$bfdd00 beq waitTimeP2 ; bsr cFreVd2 ; move.w d1,$dff0c6 ;nastav frekvenci 1.kanalu ; swap d1 ; move.b d2,d3 and.b #$c0,d3 or.b d2,d3 tstFre4 ; btst #$b,d1 ; beq zahFre ;ne? Vynech nestaveni frek. 1.kanalu ; rol.l #8,d2 move.b (a0)+,d2 ;;;;;;;odparal jsem, ale budu potrebovat pro 1.kanal a volumeSlide ; btst #6,d2 ; beq tst404 ; or.l #$2000000,d4 ;pro btst #$19,d4 ; and.b #$bf,d2 ; tst.b d2 ; beq zahFre ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; tst404 btst #6,d2 beq tst0 ;; or.l #$40000000,d4 ;zapneme vibrato ; or.l #$04000000,d4 ;zapneme vibrato or.l #$40000000,d4 ;zapneme vibrato tst0 cmp.b #0,d2 bne zachoD7 ; moveq.l #0,d3 and.b #$c0,d3 move.w #8,$dff096 bra zmeDma4 zachoD7 cmp.b #$3d,d2 bne ctiFre4 zmeDma4 and.w #$7ff,d1 ;kvuli mixu presunuto nahoru bra zahFre ; ctiFre4 cmp.b #$3e,d2 bne vybFre4 bra zahFre vybFre4 move.w #8,$dff096 ;test nove predsekvence, ztlumeni ;samplu opet aktivni move.b #$00,$bfde00 move.b #$7f,$bfdd00 move.b #$70,$bfd400 ;2000=1/100 vteriny 39 move.b #$00,$bfd500 move.b #$09,$bfde00 waitTimeP3 btst.b #0,$bfdd00 beq waitTimeP3 ; swap d4 ;nezpracovavam bit 6,7 kvuli ztlumeni samplu ;v 1/4 1/2 3/4 = swapD4 v cFreVd2 ;jiz v poznamce kvuli kanalu 1,2,3 ;kde tyhle 2 bity zpracovavam, ;proto swapD4 ve 4.kanalu jiz zde bsr cFreVd2 move.w d1,$dff0d6 ;nastav frekvenci 4.kanalu swap d6 move.w d1,d6 swap d6 swap d1 zahFre move.l (a0)+,d2 ;prepinani samplu tst.b d2 ; bpl smp2nd ;ok bmi predSmp;ok bsr time bsr time bsr time bsr time bra smp2nd ;ok predSmp ;sekvenc ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;zatim urcuji delku taktu zde, pak smazu ; ; move.b d2,d1 ;delka taktu ; ; and.b #$1f,d1 ;delka taktu ; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; move.b d2,d0 ; and.b #$e0,d2 and.b #$e0,d0 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; dam za sekvenci sampl ; cmp.b #$e0,d2 ;arpeggio? ; ; bne tst40 ; move.l d2,d3 ; move.l (a0)+,d2 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; cmp.b #$a0,d0 ;sampl? ; bne volume0 beq smp0k bsr time bra volume1 smp0k btst #0,d2 ;--------------------------------------- beq smp1k ;test aktivniho volume slide pro 0.kanal or.b #$40,d7 ;--------------------------------------- smp1k btst #1,d2 ; beq smp3k beq smp2k and.b #$c,d2 ;verze pro 4 sample move.w d5,d0 clr.b d0 ror.w #4,d0 ;4 sample = 16 byte (1 sampl jsou 4 byte) or.b d2,d0 lea tableS0(pc),a2 move.l 0(a2,d0.w),a2 jsr (a2) bra smp2k ;S00 move.l #BB,$dff0a0 ;sampl do 1.kanalu ; move.w #$5f,$dff0a4 ;delku samplu dame do vybraneho kanalu ; rts ;S01 move.l #C1,$dff0a0 ;sampl do 1.kanalu ; move.w #$c5,$dff0a4 ;delku samplu dame do vybraneho kanalu ; rts ;S02 move.l #C2,$dff0a0 ;sampl do 1.kanalu ; move.w #$6f,$dff0a4 ;delku samplu dame do vybraneho kanalu ; rts ;S03 move.l #C3,$dff0a0 ;sampl do 1.kanalu ; move.w #$d6,$dff0a4 ;delku samplu dame do vybraneho kanalu ; rts S00 move.l #BA,$dff0a0 ;sampl do 0.kanalu (0-3) move.w #$1e8d,$dff0a4 rts S01 move.l #BB,$dff0a0 ;sampl do 0.kanalu (0-3) move.w #$16cb,$dff0a4 rts S02 move.l #BC,$dff0a0 ;sampl do 0.kanalu (0-3) move.w #$797,$dff0a4 rts S03 move.l #BD,$dff0a0 ;sampl do 0.kanalu (0-3) move.w #$1dbf,$dff0a4 rts S04 ; move.l #C7,$dff0c0 ; move.w #$2000,$dff0c4 rts S05 rts S06 rts S07 rts ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;zkontrolovano - cela logika smp2k ; ror.w #8,d2 ; btst #0,d2 btst #8,d2 beq smp3k move.w d2,d0 ror.w #7,d0 and.b #$c,d0 ;verze pro 4 sample move.b d0,d2 move.w d5,d0 ; rol.b #1,d0 ; and.b #$c,d0 clr.b d0 ror.w #4,d0 ;4 sample = 16 byte (1 sampl jsou 4 byte) or.b d2,d0 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; lea tableS1(pc),a2 move.l 0(a2,d0.w),a2 jsr (a2) bra smp3k S30 move.l #BE,$dff0b0 ;sampl do 1.kanalu (0-3) ;; move.w #$11aa,$dff0b4 ;delku samplu dame do vybraneho kanalu ; move.w #$1198,$dff0b4 ;delku samplu dame do vybraneho kanalu move.w #$3ef,$dff0b4 ;delku samplu dame do vybraneho kanalu rts S31 ; move.l #BF,$dff0b0 ;sampl do 1.kanalu (0-3) ; move.w #$9e0,$dff0b4 ;delku samplu dame do vybraneho kanalu rts S32 ; move.l #C0,$dff0b0 ;sampl do 1.kanalu (0-3) ; move.w #$c2b,$dff0b4 ;delku samplu dame do vybraneho kanalu rts S33 ; move.l #C1,$dff0b0 ;sampl do 1.kanalu (0-3) ; move.w #$bf1,$dff0b4 ;delku samplu dame do vybraneho kanalu rts S34 ; move.l #C7,$dff0c0 ; move.w #$2000,$dff0c4 rts S35 rts S36 rts S37 rts smp3k ror.w #8,d2 btst #7,d2 beq smp4k ; move.w (a0),d2 ;nevi se jestli bude SMP z 1,2 kanalu=musi zde byt ; rol.w #4,d2 ;verze pro 4 sample ror.b #2,d2 ;verze pro 4 sample and.b #$c,d2 ;; rol.w #,d2 ;verze pro 8 samplu ; clr.w d0 ; move.b d5,d0 move.w d5,d0 clr.b d0 ; rol.w #4,d0 ror.w #4,d0 or.b d2,d0 lea tableS2(pc),a2 move.l 0(a2,d0.w),a2 jsr (a2) bra smp4k S60 move.l #C2,$dff0c0 ;sampl do 2.kanalu (0-3) move.w #$167d,$dff0c4 ;delka samplu rts S61 ; move.l #C3,$dff0c0 ;sampl do 2.kanalu (0-3) ; move.w #$a56,$dff0c4 rts S62 ; move.l #C4,$dff0c0 ;sampl do 2.kanalu (0-3) ; move.w #$c2b,$dff0c4 rts S63 ; move.l #C5,$dff0c0 ;sampl do 2.kanalu (0-3) ; move.w #$bf1,$dff0c4 rts S64 ; move.l #BE,$dff0d0 ;sampl sum do 4.kanalu (1-3) ; move.w #$9F0,$dff0d4 rts S65 rts S66 rts S67 rts smp4k swap d2 ;info o SMP pres casovac do nizsich 2 byte move.w d2,d6 ;info o SMP pres casovac do D6 move.l (a0)+,d2 tst.b d2 ;predsekvence hlasitost / 2 sample ve 4.kanalu ; bpl smp2nd ;ok bmi volume0 ;ok bsr time bsr time bsr time bra smp2nd ;ok volume0 move.b d2,d0 and.b #$e0,d0 volume1 cmp.b #$c0,d0 ; bne arpegg beq smp3k1 bsr time bra arpegg smp3k1 btst #1,d2 ;nahrat sampl? beq volume2 move.w d5,d0 clr.b d0 ror.w #4,d0 ;cislo SMP je v 2.byte, proto rotuji doprava and.b #$1f,d2 or.b d2,d0 and.b #$fc,d0 ;pokracovat lea tableS4(pc),a2 move.l 0(a2,d0.w),a2 jsr (a2) bra volume3 SE0 move.l #C6,$dff0d0 ;sampl bass do 3.kanalu (0-3) move.w #$98e6,$dff0d4 rts SE1 move.l #C7,$dff0d0 ;sampl bass do 3.kanalu (0-3) move.w #$9065,$dff0d4 rts SE2 rts SE3 rts SE4 rts SE5 rts SE6 rts SE7 rts ;pokracovat ;smpNe or.b #1,d2 ;pri nepouziti predsekvence SMP volume3 btst #0,d2 beq volume4 volume2 rol.l #6,d2 and.b #$3f,d2 beq volK2 ;; move.b d2,d7 and.b #$40,d7 ;do 0.kanalu davame info o aktivnim volume slide pred or.b d2,d7 ;nastavenim hlasitosti, u ostatnich kanalu az po nastav addq.b #1,d2 ;eni hlasitosti, proto musime toto info zachovat, smaza ;t puvodni hodnotu hlasitosti a az pak pridat novou hla ;sitost k bitu urcujicimu aktivni efekt volume slide move.b d2,$dff0a9 ;hlasitost 0.kanalu (0-3) volK2 rol.l #6,d2 rol.l #8,d7 and.b #$3f,d2 beq volK3 move.b d2,d7 addq.b #1,d2 move.b d2,$dff0b9 ;hlasitost 1.kanalu volK3 rol.l #6,d2 rol.l #8,d7 and.b #$3f,d2 beq volK4 move.b d2,d7 addq.b #1,d2 move.b d2,$dff0c9 ;hlasitost 2.kanalu volK4 rol.l #6,d2 rol.l #8,d7 and.b #$3f,d2 beq volume4 move.b d2,d7 addq.b #1,d2 move.b d2,$dff0d9 ;hlasitost 3.kanalu volume4 rol.l #8,d7 move.l (a0)+,d2 tst.b d2 ; bpl smp2nd ;ok bmi arpegg0 ;ok bsr time bsr time bra smp2nd ;ok arpegg0 move.b d2,d0 and.b #$e0,d0 arpegg cmp.b #$e0,d0 ; bne pattern beq arpegg1 bsr time bra pattern arpegg1 ;; addq.l #4,a0 ;predsekvence arpeggio/rychlost hrani move.b d2,d1 and.b #$1f,d1 ;; ror.w #8,d5 ; move.b d1,d5 ; addq.b #1,d5 ; ror.b #2,d5 ;1/4 hodnoty z celkove delky taktu move.b #0,d2 tst.l d2 ; beq smp2nd; ok beq patter0; ok move.w d2,d0 ;test aktivniho arpeggia and.w #$3fff,d0 ;testuji pouze 1.byte, 0.byte je jiz vynulovany beq vSlid13 and.l #$ff,d3 or.l d2,d3 and.l #$3f3f3fff,d3 ;jen tony arpeggia vSlid13 and.l #$c0c0c0ff,d2 ;jen volume slide,0.byte jiz vynulovany,kanal 1-3 ; and.l #$3f3f3f3f,d7 ;-kanal 0 je jinde ;d7 smaz puvodni volume slide or.l d2,d7 ;-uroven hlasitosti ponechej,kanal 0-3 ;nakopiruj volume slide,kanal 1-3 patter0 move.l (a0)+,d2 ;priprava na predsekvenci pattern tst.b d2 ; bpl smp2nd ;ok bmi patte20 ;ok bsr time bra smp2nd pattern ;predsekvence pattern ;patte21 and.b #$7f,d3 ;bit pro sfx pismo na 0 patte20 btst #4,d2 ;volume slide zesilit (0=zeslabit) 0.kanal (0-3) beq patte21 or.b #$80,d7 ;sem jeste pribyde vynulovani casovace pro #skladbyPattern patte21 btst #18,d2 beq patte22 or.l #$f0000000,d4 ;nastaveni casovace volume slide na 1.hodnotu ;pred jeho zvyseni hodnoty o 1 = 0 patte22 btst #19,d2 beq patte23 or.b #$80,d3 ;bit pro sfx pismo na 1 move.w #$1ff,d1 ;0 byte -delka taktu na vychozi hodnotu casovace, tedy ;kazda velka smycka hudebni rutiny je shoda a mala ;smycka se nevykonava, 1 byte je nastaveni DMA move.l #CA,$dff0a0 ;sampl do 0.kanalu (0-3) move.w #180,$dff0a4 ;delka samplu do 1.kanalu (0-3) move.w #360,$dff0a6 ;nastav frekvenci 0.kanalu ;chtena rychlost D2# ;; subq.l #4,a0 ;pri aktivnim sfx budu ucelove addq.l #4,a0 delat primo ;v textru a ne zde na konci predsekvence pattern. Timhle ;subq instrukci addq na konci tehle predsekvence nuluji ;aby jsem dane addq mohl delat v textru. ADDQ v rezimu ;sfx musim delat, protoze v rezimu sfx pozuzivam jen ;cyklus Textra. Cyklus hudebni rutiny neni pouzit. ;oprava, aby hral efekt SFX i na vyssich radach CPU z $dff0a8 na $dff0a9 move.b #20,$dff0a9 ;hlasitost 0.kanalu (0-3) oprava $dff0a9 move.b #20,d7 addq.l #4,a0 bra hraj2 ;; ror.w #8,d2 ;hodnota pro volume slide do 2.byte. Co je v 1.byte v d2 ;nas ted nezajima. Ten budeme nastavovat kousek dal na ;navesti smp2nd1 pomoci move.b patte23 and.b #$7f,d3 ;bit pro sfx pismo na 0 ;patte21 btst #16,d2 ;test pro praci se skoky v patternech beq patte26 btst #17,d2 beq patte24 ;hrat dalsi pattern v indexu #skladbyPatern? a pokud- ;-bude skok na pattern #0.L=hrani uplne prvni skladby- ;-ano skoc sem ;nebo se vrat na prvni pattern prave hrajici skladby ; bra skladba or.l #$4000000,d4 bra patte26 patte24 add.l #$10000,a5 ;navys hodnotu indexu pro #skladbyPattern move.l a5,d2 ;a dej do D2 swap d2 ;do 0.byte and.w #$ff,d2 ; rol.b #2,d2 ;vynasob cislem 4 lsl.b #2,d2 ;vynasob cislem 4 ;;patte25 lea skladbyPattern(pc),a2 ;pointer do A2 lea skladby(pc),a0 ;pointer do A0 ;; move.w #0,d2 add.w d2,a2 ;navys adresu o index hrajiciho patternu move.l (a2),d2 ;index #skladbyPattern na 0? bne patte25 ;ne, skoc sem ; move.l a5,d2 ; ; and.l #$ff00ffff,d2 ; ; move.l d2,a5 ; and.w #$ff,d5 ; 00--.w = 1.skladba or.l #$4000000,d4 patte25 add.l (a2),a0 ;pozice hrajiciho patternu do A0 patte26 and.w #$0f0f,d2 addq.l #4,a0 ** swap d2 ** smp2nd ; tst.b d3 move.b d3,d2 and.b #$3f,d2 ; tst.b d2 ;neprovadim, priznaky nastaveny jiz ANDem ;; beq smp2nd2; ok ; beq txtIn1time beq docasneTextro ; move.w d3,d0 ; move.b #0,d0 ; tst.w d0 cmp.w #$ff,d3 ; bhi txtIn1time bhi docasneTextro ;; bne smp2nd2; ok ; move.b d3,d2 bsr cFreVd2 move.w d1,$dff0c6 ;frekvence 3.kanalu se kvuli arpeggiu zpracovava swap d1 ;az zde, tedy po predsekvenci arpeggio, kde se jiz ; moveq.l #0,d3 ;vi, jestli se bude hrat jen 1 ton, nebo arpeggio and.b #$c0,d3 ;d3 zde smazu, pokud v ni neco bude, jedna se pouze ;o efekt arpeggio ;smp2nd1 ; move.b d5,d2 ;kvuli utlumeni SMP v kanaly 0-2, aby jsme zachovali ;stejnou hodnotu v D5 (1/4taktu) a zvysovali hodnotu v D2 ;pro dosazeni hodnoty taktu 1/4,1/2 a 3/4. Zde je ;v D2 vyssi word pouzit jen pro tuhle funkci. Swapem ted ;zpristupnime nizsi word v D2 pro pomocne promenne a hned ;skaceme na navesti smp2nd2 ;; bra smp2nd2; ok ;;hraj1 ;smp2nd2 ; swap d2 ;v poznamce pro optimalizaci volume slide ; cmp.b d4,d1 ;souhlasi? ; beq klik ;misto pro program co potrebuje vyssi frekvenci obnovovani ;**************************************** docasneTextro move.w #0,d0 ;****************************************************************************** ; TEXTRO ZACATEK ;****************************************************************************** ;****************************************************************************** ; TEXTRO KONEC ;****************************************************************************** ;;freVibra30 ; move.b #$00,$bfde00 ; move.b #$7f,$bfdd00 ;c2 c1 ; move.b #$00,$bfd400 ;00n80n60n50n4cn48n44n40j00j00j ,2000=1/100 vteriny ; move.b #$28,$bfd500 ;2e 2d 2d 2d 2d 2d 2d 2d 2d 2c ; move.b #$09,$bfde00 ;waitVibra2 ; btst.b #0,$bfdd00 ; beq waitVibra2 addq.b #1,d4 move.w d6,d2 ;pro hodnotu kdy nahrat 2.sampl ;; rol.w #5,d2 and.b #$1f,d2 cmp.b d4,d2 ;ma se nahrat 2.sampl? ;; bne tstVibra2 bne frek13 btst13 btst #9,d6 beq smp13 move.w #2,$dff096 ;ztlumeni samplu (1-3) ; and.w #$3fff,d7 smp13 ; btst #$1b,d4 ;nahrani SMP, 4.kanal? btst #8,d6 ;nahrani SMP, 4.kanal? ; beq tstVibra2 beq frek13 ; move.b d6,d2 ; lsr.b #2,d2 ;d2 vstupni hodnota pro cFreVD2 ; lsr.b #2,d6 ;d2 vstupni hodnota pro cFreVD2 and.w #$fc00,d2 tst.w d2 beq smp23 rol.w #6,d2 ;d2 vstupni hodnota pro cFreVD2 ; tst.b d6 ; beq smp23 ; move.b d6,d2 ;d2 vstupni hodnota pro cFreVD2 ; bsr cFreD0s bsr cFreVd2 ; swap d0 ;vracim D0 pro zpracovani DMA kanalu move.w d1,$dff0b6 ;frekvence samplu 1-3 (4.kanal) swap d1 smp23 ; swap d0 ;vracim D0 pro zpracovani DMA kanalu ; beq tstVibra2 ; or.l #$8 0000,d0 ; or.b #8,d0 ;pokracovat or.w #$200,d1 lea tableS3(pc),a2 ; ror.w #6,d6 ror.b #3,d6 and.b #$c,d6 ;; clr.w d0 ; clr.w d2 ; move.b d5,d2 move.w d5,d0 clr.b d0 ; rol.w #4,d0 ror.w #4,d0 or.b d6,d0 move.l 0(a2,d0.w),a2 jsr (a2) move.w #0,d6 bra frek13 S90 move.l #BF,$dff0b0 ;sampl do 1.kanalu (0-3) ;; move.w #$9e0,$dff0b4 ;delku samplu dame do vybraneho kanalu move.w #$938,$dff0b4 ;delku samplu dame do vybraneho kanalu rts S91 ; move.l #C7,$dff0d0 ;sampl sum do 4.kanalu (1-3) ; move.w #$7e,$dff0d4 rts S92 ; move.l #C8,$dff0d0 ;sampl sum do 4.kanalu (1-3) ; move.w #$4c4,$dff0d4 rts S93 ; move.l #C9,$dff0d0 ;sampl sum do 4.kanalu (1-3) ; move.w #$4c4,$dff0d4 rts S94 ; move.l #C5,$dff0d0 ;sampl kickTerminator (4.kanal) rts S95 rts S96 rts S97 rts ;tstVibra2 ; swap d0 ; pro zpracovavani DMA kanalu frek13 ; hlasitost v arpeggiu ; ror.w #8,d5 ;d5 az do ted jsem mel na info kterou skladbu hrat, ;je to OK ;pokracovat ;;;;; btst #$1c,d4 ;nahrat vibrato? ;;;; btst #$18,d4 ;nahrat vibrato? ;;; btst #$1c,d4 ;nahrat vibrato? ;; btst #$1d,d4 ;nahrat vibrato? ; btst #$1e,d4 ;nahrat vibrato? btst #$1e,d3 ;nahrat vibrato? beq tstArpeggio ;opaVibra3 swap d6 move.b (a6)+,d2 tst.b d2 bmi odpocet bne pripocet lea table6(pc),a6 move.b (a6)+,d2 ; hlasitost v arpeggiu ; move.b #$37,d5 ;dekadicky 56+1 -pocet bytu vibrata (table6) +1 byte pripocet and.w #$f,d2 sub.w d2,d6 bra endVibrato odpocet and.w #$f,d2 add.w d2,d6 ; bra endVibrato endVibrato move.w d6,$dff0d6 ;nastav frekvenci 1.kanalu swap d6 ; hlasitost ve vibratu ; subq.b #1,d5 tstArpeggio ; tst.b d3 move.b d3,d2 and.b #$3f,d2 ;pokud jsem vyse v kode hral pouze klasicky ton a ne ;arpeggio, z 0.byte jsem ton smazal a zde se arpeggio ;neporvede, jinak se arpeggio provede. Posledni 2 bite ;z 0.byte ponechavam, nizsi bite je pro aktivni vibrato ; beq hraj1 beq volSli0 ;tstArpeggio1 ror.w #8,d4 addq.b #1,d4 tst.b d4 bne tstArpeggio3 move.b #$f6,d4 move.w #4,$dff096 addq.b #4,d0 swap d5 bsr cFreVd5 move.w d5,$dff0c6 ;nastav frekvenci 3.kanalu swap d5 rol.l #8,d3 tstArpeggio3 ror.w #8,d4 ; hlasitost v arpeggiu ; addq.b #1,d5 ;uplne nazacatku je snizeno o 1, aby pri +1 byla 0 ; move.b 0(a6,d5),d2 ; tst.b d2 ; bne tstArpeggio4 ; sub.b #$21,d5 ;-32 na zacatek-1=-33 pro addq #1,d5 aby byla 0 ;tstArpeggio4 ; move.b d2,$dff0c8 ;hlasitost v 3.kanalu ;tstSlid ; tst.l d7 ; beq hraj1 ; rol.l #8,d7 ; btst #6,d7 ; beq vSlide3 ; btst #7,d7 ; beq vSMin2 ; addq.b #8,d7 ; bra vSlidV2 ;vSMin2 subq.b #8,d7 ;vSlidV2 move.b d7,d0 ; and.b #$3f,d0 ; move.b d0,$dff0b9 ;hlasitost 2.kanalu ;vSlide3 rol.l #8,d7 ; btst #6,d7 ; beq vSlide4 ; btst #7,d7 ; beq vSMin3 ; addq.b #8,d7 ; bra vSlidV3 ;vSMin3 subq.b #8,d7 ;vSlidV3 move.b d7,d0 ; and.b #$3f,d0 ; move.b d0,$dff0c9 ;hlasitost 3.kanalu ;vSlide4 rol.l #8,d7 ; btst #6,d7 ; beq vSlide5 ; btst #7,d7 ; beq vSMin4 ; addq.b #1,d7 ; bra vSlidV4 ;vSMin4 ; subq.b #1,d7 ;vSlidV4 move.b d7,d0 ; and.b #$3f,d0 ; move.b d0,$dff0d9 ;hlasitost 4.kanalu ;vSlide5 rol.l #8,d7 ;hraj1 ;; move.w d0,$dff096 ; move.w d1,d2 ; move.b #$80,d2 ; ror.w #8,d2 ; and.b #$9,d2 ; move.w d2,$dff096 ; and.b #$b,d0 ;DMA prenos 3.kanalu na nulu...mozna arpeggio ;----------------------------- ; and.b #7,d0 ;DMA prenos 4.kanalu na nulu ;kdyz se kod da do poznamky, hraji kanaly ;mimo mix bez praskani, mix kod mozna potrebuje ;----------------------------- ;;puvodni rychlost casovani ;;freVibra3 ;; move.b #$00,$bfde00 ;; move.b #$7f,$bfdd00 ;; move.b #$48,$bfd400 ;90 2000=1/100 vteriny ;; move.b #$07,$bfd500 ;0d ;; move.b #$09,$bfde00 ;;waitVibra ;; btst.b #0,$bfdd00 ;; beq waitVibra ;freVibra3 ; move.b #$00,$bfde00 ; move.b #$7f,$bfdd00 ; move.b #$56,$bfd400 ;90 2000=1/100 vteriny ; move.b #$2f,$bfd500 ;0d ; move.b #$09,$bfde00 ;waitVibra ; btst.b #0,$bfdd00 ; beq waitVibra ;; hlasitost v arpeggiu ;; ror.w #8,d5 ;; cmp.b d4,d1 ;souhlasi? ;; beq klik ;; swap d2 volSli0 rol.l #4,d4 ;POZOR rotace pouze o 4 bity, casovac volume slide ;dostavame z longu na prvni 4 bite move.b d4,d0 and.b #$f0,d4 ;vynulujeme casovac vol. slide pro jeho novou hodnotu addq.b #1,d0 ;hodnota casovace je vzdy snizena o 1, kvuli pouziti ;plneho rozsahu 4 bitu. Pri 1.cyklu mame casovac na ;hodnote 0f, po zvyseni hodnoty mame 10... and.b #$0f,d0 ;...cim i ted dostavme na casovaci nulovou hodnotu or.b d0,d4 ;zapisuji do D4 novou hodnotu casovace volume slide ror.l #4,d4 ;dostali na spravnou hodnotu pro casovac D4, ktery nam ;zacina od hodnoty 0 a ne 1 swap d2 cmp.b d2,d0 ; bne smp2nd2; ok bne hraj1 ;; and.l #$0fffffff,d4 or.l #$f0000000,d4 ;; add.b d5,d2 ;1/4 delky taktu,+1/4 delky taktu nebo 1/2 pro dosazeni ;hodnot 1/2 a 3/4 z casovace pro cely takt pro utlumeni ;samplu v rozsahu hodnoty nedostacujici po 1 celem taktu ;zde test ztlumeni samplu 1-4 ;; move.w #0,d0 ;; tst.l d0 ;; beq smp2nd2; ok cmp.l #$ffff,d0 ;pokud jsou neni data v hornich 2 byte z longu, jdi ;rovnou na zpracovani volume slide bls.w tstSlid; swap d0 btst #0,d0 ;1.kanal beq tst2k move.w #1,$dff096 and.w #$eff,d1 tst2k btst #1,d0 ;2.kanal beq tst3k move.w #2,$dff096 and.w #$dff,d1 tst3k btst #2,d0 ;3.kanal beq tst3k2 move.w #4,$dff096 and.w #$bff,d1 tst3k2 ror.w #3,d0 ;; add.b d5,d2 swap d0 ; bra tstSlid; ok tstSlid ; swap d2 ror.w #8,d2 ;hodnotu zmeny hlasitosti volume slide do 0.byte addq.b #1,d2 ; and.b #$0f,d2 ;myslim ze AND neni treba, mam zde pouze hodnotu zmeny ;hlasitosti pro volume slide ; move.b #$01,d2 btst #6,d7 ;hlasitost 0.kanalu (0-3) opraveno beq vSlide2 btst #7,d7 beq vSMin1 add.b d2,d7 move.b d7,d0 and.b #$3f,d0 addq.b #1,d0 bra vSlidV1 vSMin1 sub.b d2,d7 move.b d7,d0 addq.b #1,d0 and.b #$3f,d0 vSlidV1 move.b d0,$dff0a9 vSlide2 rol.l #8,d7 ;hlasitost 1.kanalu (0-3) opraveno btst #6,d7 beq vSlide3 btst #7,d7 beq vSMin2 add.b d2,d7 move.b d7,d0 and.b #$3f,d0 addq.b #1,d0 bra vSlidV2 vSMin2 sub.b d2,d7 move.b d7,d0 addq.b #1,d0 and.b #$3f,d0 vSlidV2 move.b d0,$dff0b9 vSlide3 rol.l #8,d7 ;hlasitost 2.kanalu (0-3) opraveno btst #6,d7 beq vSlide4 btst #7,d7 beq vSMin3 add.b d2,d7 move.b d7,d0 and.b #$3f,d0 addq.b #1,d0 bra vSlidV3 vSMin3 sub.b d2,d7 move.b d7,d0 addq.b #1,d0 and.b #$3f,d0 vSlidV3 move.b d0,$dff0c9 vSlide4 rol.l #8,d7 ;hlasitost 3.kanalu (0-3) puvodni oprava btst #6,d7 beq vSlide5 btst #7,d7 beq vSMin4 add.b d2,d7 move.b d7,d0 and.b #$3f,d0 addq.b #1,d0 bra vSlidV4 vSMin4 sub.b d2,d7 move.b d7,d0 addq.b #1,d0 and.b #$3f,d0 vSlidV4 move.b d0,$dff0d9 vSlide5 subq.b #1,d2 ror.w #8,d2 ;hodnotu hlasitosti volume slide do 1.byte ;v 0.byte je frekvence zmeny hlasitosti volume slide rol.l #8,d7 ; swap d2 hraj1 swap d2 hraj2 move.w d1,d2 move.b #$80,d2 ror.w #8,d2 ; and.b #$1,d2 ;;freVibra30 move.b #$00,$bfde00 move.b #$7f,$bfdd00 ;c2 c1 move.b #$a0,$bfd400 ;00n80n60n50n4cn48n44n40j00j00j ,2000=1/100 vteriny move.b #$17,$bfd500 ;2e 2d 2d 2d 2d 2d 2d 2d 2d 2c move.b #$09,$bfde00 waitVibra2 btst.b #0,$bfdd00 beq waitVibra2 move.w d2,$dff096 ; btst #$19,d4 ;vypnute sfx. Psani textu bez zpozdeni? ; bne freVibra4 freVibra30 move.b #$00,$bfde00 move.b #$7f,$bfdd00 ;c2 c1 move.b #$a0,$bfd400 ;00n80n60n50n4cn48n44n40j00j00j ,2000=1/100 vteriny move.b #$17,$bfd500 ;2e 2d 2d 2d 2d 2d 2d 2d 2d 2c move.b #$09,$bfde00 waitVibra btst.b #0,$bfdd00 beq waitVibra cmp.b d4,d1 ;souhlasi? ;; beq klik ; bne txtIn1time bne docasneTextro ;;zde pokracovat ; add.b #1,d2 ; tst.w a4 ; beq ztlumT2 ; cmp.w d2,a4 ; beq ztlum1 ;ztlumT2 tst.w a5 ; beq ztlumT3 ; cmp.w d2,a5 ; beq ztlum2 ;ztlumT3 tst.w a3 ; beq ztlumT4 ; cmp.w d2,a3 ; beq ztlum3 ;ztlumT4 ;; tst.w d7 ; tst.w a1 ; beq ztlumKon ;; cmp.w d2,d7 ; cmp.w d2,a1 ; beq ztlum4 ;ztlumKon ;ztlum1 move.w #1,$dff096 ;ztlum kanal 1 ; bra ztlumT2 ;ztlum2 move.w #2,$dff096 ;ztlum kanal 2 ; bra ztlumT3 ;ztlum3 move.w #4,$dff096 ;ztlum kanal 3 ; bra ztlumT4 ;ztlum4 move.w #8,$dff096 ;ztlum kanal 4 ; bra ztlumKon klik ; swap d0 ;pro praci s DMA bsr testMysi tst.w d0 beq stisknuto ;stisknuto!!! Ukonci!!! subq.l #4,a0 ; cmp.b #$3f,(a0) ; beq zacatek ;obnov hrajici sample btst #26,d4 bne zacatek bra zahrajSampl ;vyber dalsi frekvenci pro sample zacatek cmp.w #$3f3f,(a0) beq stisknuto ; addq.l #4,a0 ;asi jiz nemusi v kodu byt 6.srpen 2023 bra skladba ;;;;; jsr _LVOPermit(a6) ;;;;; rts ;konec programu!!! testMysi btst #$6,$bfe001 ; bne nestisknuto bne testEsc move.w 0,d0 rts testEsc move.b $bfec01,d0 not.b d0 ror.b #1,d0 cmp.b #$40,d0 bne nestisknuto move.w 0,d0 nestisknuto ;funguje i pro ukonceni!!! rts stisknuto move.w #$f,$dff096 ;;; ; move.l 4.w,a6 ;baze execu do a6 ;musi byt,jinak se exe neukonci ; ;baze execu do a6 ; LEA GFXLIB(PC),A1 ;;nacteme grafickou knihovnu ; JSR -408(A6) ; ;otevreme grafickou knihovnu kterou ; ;mame v A1 (vrati nam i hodnotu v D0) ; MOVE.L D0,A1 ;;v D0 je pointer na grafickou knihovnu ; MOVE.L 38(A1),$DFF080; ;adresu puvodniho systemoveho ;; move.w 38(a1),$dff080; ;Copperlistu dame do registru adresy ; ;pocatku programu pro Copper ; JSR -414(A6) ; ;zavreme grafickou knihovnu ; JSR -138(A6) ;spusteni multitaskingu ; MOVEQ #0,D0 ;vynuluj D0 RTS ;ukonci program time ;casova nahrada za nevykonanou predsekvenci move.b #$00,$bfde00 move.b #$7f,$bfdd00 move.b #$00,$bfd400 ;2000=1/100 vteriny move.b #$00,$bfd500 move.b #$09,$bfde00 waitTime btst.b #0,$bfdd00 beq waitTime ; move.w d0,d0 ; move.w d0,d0 ; move.w d0,d0 ; move.w d0,d0 ; move.w d0,d0 ; move.w d0,d0 ; move.w d0,d0 ; move.w d0,d0 ; move.w d0,d0 ; move.w d0,d0 ; move.w d0,d0 ; move.w d0,d0 rts cFreVd2 ; swap d4 swap d1 ; lea table5(pc),a2 ; clr.b d4 ; move.w #$6B1,d1 ;skok2 addq.b #1,d4 ; move.w (a2)+,d0 ; ror.w #8,d0 ; and.w #$ff,d0 ; sub.w d0,d1 ; cmp.b d4,d2 ; bne skok2 ; swap d4 ; move.b d2,d0 ; and.w #$ff,d0 and.w #$ff,d2 ; rol.b #1,d0 rol.b #1,d2 lea table5(pc),a2 ; move.w (a2,d0.w),d1 move.w (a2,d2.w),d1 rts cFreVd5 ; swap d0 swap d4 ; swap d5 lea table5(pc),a2 clr.b d4 move.w #$6B1,d5 skok5 addq.b #1,d4 move.w (a2)+,d0 ror.w #8,d0 and.w #$ff,d0 sub.w d0,d5 cmp.b d4,d3 bne skok5 ; swap d0 swap d4 rts tableST dc.l T00,T01 tableS0 dc.l S00,S01,S02,S03,S04,S05,S06,S07 tableS1 dc.l S30,S31,S32,S33,S34,S35,S36,S37 tableS2 dc.l S60,S61,S62,S63,S64,S65,S66,S67 tableS3 dc.l S90,S91,S92,S93,S94,S95,S96,S97 tableS4 dc.l SE0,SE1,SE2,SE3,SE4,SE5,SE6,SE7 table5 ; dc.l $01006000,$5B005500,$53004C00,$48004400,$40003C00 ;nova oktava ; dc.l $38003600 ;nova oktava ; dc.l $33003000,$2E002A00,$2A002600,$24002200,$20001E00 ; dc.l $1C001B00,$19001800,$17001500,$15001300,$12001100 ; dc.l $10000F00,$0E000E00,$0C000C00,$0C000A00,$0A000A00 ; dc.l $09000800,$08000800,$07000700 ; dc.l $06000600,$06000500,$05000500,$04000500,$04000300 ; dc.l $04000300,$00000000 dc.w 0000 dc.w 1712,1616,1525,1440,1357,1281,1209,1141,1077,1017,0961,0907 dc.w 0856,0808,0762,0720,0678,0640,0604,0570,0538,0508,0480,0453 dc.w 0428,0404,0381,0360,0339,0320,0302,0285,0269,0254,0240,0226 dc.w 0214,0202,0190,0180,0170,0160,0151,0143,0135,0127,0120,0113 dc.w 0107,0101,0095,0090,0085,0080,0076,0071,0067,0064,0060,0057 ;3ka vitez4? AGO ;table6 dc.l $01800180,$80800180,$80808080 ; dc.l $80808080,$80808180,$80808180 ; dc.l $81808080,$81808180,$80808180 ; dc.l $80808080,$80808080,$80800180 ; dc.l $80800180,$01800000 ;; dc.w $0000 ;SR ;table6 dc.l $01800180,$01808080,$80808180 ; dc.l $81808180,$81808180,$81808080 ; dc.l $80800180,$01800180 ; dc.w $0000 ;SR2 ;table6 dc.l $01018001,$80808081,$80818181 ; dc.l $81808180,$80800180,$01010000 ; dc.w $0000 ;SR3 ;table6 dc.l $01800180,$01808080,$81808180 ; dc.l $81808180,$81808180,$80800180 ; dc.l $01800180 ; dc.w $0000 ;SR4 ;table6 dc.l $01800180,$01808080,$80818081 ; dc.l $80818081,$80818081,$80808080 ; dc.l $01800180,$01800000 ;; dc.w $0000 ;SR5 table6 dc.l $01800180,$01808080,$80818081 dc.l $80818180,$81808180,$80808001 dc.l $80018001 dc.w $8000 ;table6 dc.l $80808080 ; dc.w $0000 ;arpeggio hlasitost 1 pulsinusovka-posledni verze ; dc.l $24292e34,$343a3a40,$40404040,$4040403a ; dc.l $3a3a3a34,$34342e2e,$2e292929,$24241f1f ; dc.w $0000 CNOP 0,4 ;CHARTAB: DC.B "*0987654321FEDCBA^&$GHIJKkLMmNOoPQRSTUuVWXxYZ/!?:.,%-" ;_ " CHARS: ;dc.b $00, $00, $00, $FE, $00, $00, $00, $00 ;* 00gr.znakNove dc.b 0,0,0,0,0,0,0,0 ;32 space ;dc.b 0,0,0,0,0,0,0,0 ;33 dc.b $30, $78, $78, $30, $00, $00, $30, $00 ;! 33 uprava pro zlute pismo Reset dc.b 0,0,0,0,0,0,0,0 ;34 dc.b 0,0,0,0,0,0,0,0 ;35 dc.b 0,0,0,0,0,0,0,0 ;36 dc.b 0,0,0,0,0,0,0,0 ;37 dc.b 0,0,0,0,0,0,0,0 ;38 dc.b 0,0,0,0,0,0,0,0 ;39 dc.b 0,0,0,0,0,0,0,0 ;40 dc.b 0,0,0,0,0,0,0,0 ;41 dc.b 0,0,0,0,0,0,0,0 ;42 dc.b 0,0,0,0,0,0,0,0 ;43 dc.b 0,0,0,0,0,0,0,0 ;44 ;dc.b 0,0,0,0,0,0,0,0 ;45 dc.b $00, $00, $00, $7C, $00, $00, $00, $00 ;- 45 ;dc.b $ff, $ff, $ff, $ff, $ff, $ff, $ff, $ff ;- 45 dc.b 0,0,0,0,0,0,0,0 ;46 dc.b 0,0,0,0,0,0,0,0 ;47 dc.b $7C, $C6, $CE, $D6, $E6, $C6, $7C, $00 ;0 48 dc.b $18, $38, $18, $18, $18, $18, $7E, $00 ;1 49 dc.b $7C, $C6, $06, $3C, $60, $C0, $FE, $00 ;2 50 dc.b $FE, $0C, $18, $3C, $06, $06, $FC, $00 ;3 51 dc.b $1C, $3C, $6C, $CC, $FE, $0C, $0C, $00 ;4 52 dc.b $FE, $C0, $C0, $FC, $06, $06, $FC, $00 ;5 53 dc.b $3C, $60, $C0, $FC, $C6, $C6, $7C, $00 ;6 54 dc.b $FE, $C6, $0C, $18, $30, $30, $30, $00 ;7 55 dc.b $78, $C4, $E4, $78, $BE, $86, $7C, $00 ;8 56 dc.b $7C, $C6, $C6, $7E, $06, $0C, $78, $00 ;9 57 dc.b $38, $6C, $C6, $C6, $FE, $C6, $C6, $00 ;A 00 dc.b $38, $6C, $C6, $C6, $FE, $C6, $C6, $00 ;A 00 dc.b $38, $6C, $C6, $C6, $FE, $C6, $C6, $00 ;A 00 dc.b $38, $6C, $C6, $C6, $FE, $C6, $C6, $00 ;A 00 dc.b $38, $6C, $C6, $C6, $FE, $C6, $C6, $00 ;A 00 dc.b $38, $6C, $C6, $C6, $FE, $C6, $C6, $00 ;A 00 dc.b $38, $6C, $C6, $C6, $FE, $C6, $C6, $00 ;A 00 dc.b $38, $6C, $C6, $C6, $FE, $C6, $C6, $00 ;A 65 dc.b $F8, $CC, $CC, $FC, $C6, $C6, $FC, $00 ;B 66 dc.b $3C, $66, $C0, $C0, $C0, $66, $3C, $00 ;C 67 dc.b $F8, $CC, $C6, $C6, $C6, $CC, $F8, $00 ;D 68 dc.b $FE, $C0, $C0, $F8, $C0, $C0, $FE, $00 ;E 69 dc.b $FE, $C0, $C0, $F8, $C0, $C0, $C0, $00 ;F 70 ;dc.b $01, $03, $07, $FF, $00, $00, $00, $00 ;^ 00gr.znakNove-nevyuzito ;dc.b $00, $80, $C0, $FE, $00, $00, $00, $00 ;& 00gr.znakNove ;dc.b $08, $1C, $3E, $3E, $3E, $1C, $08, $00 ;$ 00 dc.b $3C, $66, $C0, $C0, $CE, $62, $3E, $00 ;G 71 dc.b $C6, $C6, $C6, $FE, $C6, $C6, $C6, $00 ;H 72 dc.b $7E, $18, $18, $18, $18, $18, $7E, $00 ;I 73 dc.b $FE, $0C, $0C, $0C, $0C, $D8, $70, $00 ;J 74 dc.b $C6, $CC, $D8, $F0, $D8, $CC, $C6, $00 ;K 75 ;dc.b $00, $00, $C6, $CC, $F8, $CC, $C6, $00 ;k 12nove dc.b $C0, $C0, $C0, $C0, $C0, $C0, $FE, $00 ;L 13 dc.b $C6, $EE, $FE, $D6, $C6, $C6, $C6, $00 ;M 14 ;dc.b $00, $00, $C6, $EE, $FE, $D6, $C6, $00 ;m 15nove dc.b $C6, $E6, $F6, $FE, $DE, $CE, $C6, $00 ;N 16 dc.b $7C, $C6, $C6, $C6, $C6, $C6, $7C, $00 ;O 17 ;dc.b $00, $00, $7C, $C6, $C6, $C6, $7C, $00 ;o 18nove dc.b $F8, $CC, $C6, $CC, $F8, $C0, $C0, $00 ;P 19 dc.b $38, $6C, $C6, $C6, $C6, $6C, $3A, $00 ;Q 20 dc.b $F8, $CC, $C6, $CC, $F8, $CC, $C6, $00 ;R 21 dc.b $7E, $C0, $C0, $7C, $06, $06, $FC, $00 ;S 22 dc.b $7E, $18, $18, $18, $18, $18, $18, $00 ;T 23 dc.b $C6, $C6, $C6, $C6, $C6, $C6, $7C, $00 ;U 24 ;dc.b $00, $00, $C6, $C6, $C6, $C6, $7C, $00 ;u 24 dc.b $C6, $C6, $C6, $C6, $C6, $6C, $38, $00 ;V 25 dc.b $C6, $C6, $C6, $D6, $FE, $EE, $C6, $00 ;W 26 dc.b $C6, $EE, $7C, $38, $7C, $EE, $C6, $00 ;X 27 ;dc.b $00, $00, $C6, $6C, $38, $6C, $C6, $00 ;x 28nove dc.b $c6, $c6, $c6, $7e, $0c, $0c, $f8, $00 ;Y 29 dc.b $FE, $0C, $18, $30, $60, $C0, $FE, $00 ;Z 30 dc.b $0c, $0c, $18, $18, $30, $30, $60, $60 ;/ 41 ;dc.b $30, $78, $78, $30, $00, $00, $30, $00 ;! 42 uprava pro zlute pismo Reset dc.b $3C, $66, $06, $1C, $18, $00, $18, $00 ;? 43 dc.b $00, $00, $60, $00, $00, $60, $00, $00 ;: 44 uprava pro zlute pismo Reset dc.b $00, $00, $00, $00, $00, $60, $60, $00 ;. 45 posunuta doprava vuci orig. dc.b $00, $00, $00, $00, $00, $60, $60, $40 ;, 46 dc.b $00, $00, $00, $00, $00, $00, $7C, $00 ;% 47podtrzitkoNove dc.b $00, $00, $00, $7C, $00, $00, $00, $00 ;- 48 dc.b $00, $00, $00, $00, $00, $00, $00, $00 ; 49 dc.b $00, $00, $00, $00, $00, $00, $00, $00 ;_ 50 GFXLIB: DC.B "graphics.library",0,0 ;EVEN ; cnop 0,4 cnop 0,2 COPLIST: DC.W $008E,$2c81 ;pro vypsani celeho textu na obrazovku, DC.W $0090,$2cc1 ;jinak bude zobrazen pouze vysek obrazovky ;v pripade textra se nezobrzi posledni ;radek z posledniho radku textu DC.W $0092,$0038 ;start,prenos obrazovych dat DC.W $0094,$00D0 ; stop,prenos obrazovych dat ; vypocet pro LoRes,start+(pocet wordu-1)*8 ; tedy 56+(20-1)*8=$D0 DC.W $0100,$2200 ;BPLCON0 = $0100 = $dff100 zapis ; :: ; 1+--- pouzity 1 bitplane (2 barvy) ; : nastavujeme 12.bit u $dff100 ; 2--- aktivace barvoveho signalu Amiga 1000 ; nastavujeme 9.bit u $dff100 DC.W $0102,$0000 ;BPLCON1 = $0102 = $dff102 ; : ; 1-- horizontalni rolovani po 1 pixelu (140ns) ; (1 nemusi byt, nechavam puvodni nastaveni ; nicmene $dff102 musi byt alespon ; kompletne vynulovan) ; nastavujeme 0.bit u $dff102 DC.W $0104,$0000 ;BPLCON2 DC.W $0106,$0000 ;musi byt,jinak exe nedodrzi barvy DC.W $0108,$0000 ;modulo pro liche/neparne radky DC.W $010A,$0000 ;modulo pro sude/parne radky SPRADR: ;pridano pro zruseni nekdy se objevujiciho bordelu v grafice ;vynulujeme pointre/ukazatele na sprite 0-7 dc.w $0120,$0000,$0122,$0000 ;SPR0PTH, SPR0PTL dc.w $0124,$0000,$0126,$0000 ;SPR1PTH, SPR1PTL dc.w $0128,$0000,$012A,$0000 ;SPR2PTH, SPR2PTL dc.w $012C,$0000,$012E,$0000 ;SPR3PTH, SPR3PTL dc.w $0130,$0000,$0132,$0000 ;SPR4PTH, SPR4PTL dc.w $0134,$0000,$0136,$0000 ;SPR5PTH, SPR5PTL dc.w $0138,$0000,$013A,$0000 ;SPR6PTH, SPR6PTL dc.w $013C,$0000,$013E,$0000 ;SPR7PTH, SPR7PTL COLS: dc.w $0100,$2200 ; dc.w $0180,$0f00 ; dc.w $1b01,$ff00 dc.w $0180,$0f00 dc.w $1c01,$ff00 PLANES: DC.W $00E0,$0000,$00E2,$0000 ;adresa 1.bitplanu DC.W $00E4,$0000,$00E6,$0000 dc.w $0180,$0000 dc.w $5701,$fffe ;WAIT na radek $80, maskuj x i y ; dc.w $0180,$0000 dc.w $0180,$00F0 ;$dff180 = 0 => cerna barva pozadi dc.w $5801,$fffe ;WAIT na radek $80, maskuj x i y dc.w $0100,$2200 DC.W $0180,$0000 ;barva pozadi DC.W $0182,$0ff0 ;barva pisma DC.W $0184,$0f80 ;barva pozadi DC.W $0186,$0f80 ;barva pisma DC.W $01FC,$0000 ;sirka spritu ;; dc.w $f601,$fffe ;WAIT na radek $80, maskuj x i y ; dc.w $f901,$fffe ;WAIT na radek $80, maskuj x i y ;PLANES: ; DC.W $00E0,$0000,$00E2,$0000 ;adresa 1.bitplanu ; DC.W $00E4,$0000,$00E6,$0000 ; dc.w $0100,$0200 ; dc.w $0180,$0000 ;$dff180 = 0 => cerna barva pozadi dc.w $fa01,$fffe ;WAIT na radek $80, maskuj x i y dc.w $0180,$0f00 ;$dff180 = 0 => cerna barva pozadi ; dc.w $f701,$fffe ;WAIT na radek $80, maskuj x i y dc.w $fb01,$fffe ;WAIT na radek $80, maskuj x i y dc.w $0180,$0700 ;$dff180 = 0 => cerna barva pozadi dc.w $fc01,$fffe ;WAIT na radek $80, maskuj x i y dc.w $0180,$0000 ;$dff180 = 0 => cerna barva pozadi dc.w $ffdf,$fffe ; dc.w $0180,$0000 dc.w $3807,$ff00 dc.w $0180,$0f00 DC.W $FFFF,$FFFE ;ukonceni copperlistu ;rezervovane misto vyplnime 0 ;PLANE: BLK.B 257*40,0 ;rezervujeme pocet byte na adrese PLANE ; ;256*40 je velikost 1 bitplanu v bytech PLANE: BLK.B 257*40,0 ;rezervujeme pocet byte na adrese PLANE ;256*40 je velikost 1 bitplanu v bytech ;rezervovane misto vyplnime 0 ;rezervovane misto vyplnime 0 skladbyPattern ;; dc.l $0000031a ; dc.l $00000318 dc.l $00000314, $00000314,$00000000 ;music ;navesti prejmenovano na skladba1 kvuli skokum v patternech skladby ; 2.skladba ;1.kanal - vibrato ;2.kanal - (bez efektu) ;3.kanal - arpeggio ;4.kanal - mix ;poradi predsekvenci: SMP, volume, arpeggio ; dc.w $0000 ;skladba 0 dc.l $00000030, $000000e4 ;hlasitost 0 dc.l $00000030 ;hlasitost 0 ; tony sample hlasitost arpeggio pattern ; ; 0 1 2 3 321 0 0-12-3 1 2 3 0 dc.l $00000000;, ;$00040080 dc.l $00000000, $000000ff dc.l $00000000, $00000000 dc.l $00000000, $00000000 dc.l $00000000, $00000000 dc.l $00000000, $00000000 dc.l $00000000, $00000000 dc.l $00000000, $00000000 dc.l $00000000, $00000000 dc.l $00000000, $00000000 dc.l $00000000, $00000000 dc.l $00000000, $00000000 dc.l $00000000, $00000000 dc.l $00000000, $00000000 dc.l $00000000 ;hraje celkem 1ch dc.l $2a000000, $000000a2, $fc0000c1, $000000e4 ; 00 ffffc7c3 ;spatny radek pouze test jestli pujde volumw slide na maximalni hlasitost dc.l $3D3D3D3D ;$--------, $-------- ;$--------, $-------- ; 01 dc.l $3D3D3D3D ; 02 dc.l $3D3D3D3D ; 03 dc.l $3D3D3D3D ; 04 dc.l $3D3D3D3D ; 05 dc.l $3D3D3D3D ; 06 dc.l $3D3D3D3D ; 07 dc.l $2a3D3D3D, $000000a6 ; 08 ok dc.l $3D3D3D3D ; 09 dc.l $3D3D3D3D ; 10 dc.l $3D3D3D3D ; 11 dc.l $3D3D3D3D ; 12 dc.l $3D3D3D3D ; 13 dc.l $2a3D3D3D, $000000aa ; 14 ok dc.l $3D3D3D3D ; 15 dc.l $2a3D3D3D, $000000a2 ; 16 ok dc.l $3D3D3D3D ; 17 dc.l $2a3D3D3D, $000000a6 ; 18 ok dc.l $3D3D3D3D ; 19 dc.l $2a3D3D3D, $000000a2 ; 20 ok dc.l $3D3D3D3D ; 21 dc.l $3D3D3D3D ; 22 dc.l $3D3D3D3D ; 23 dc.l $2a3D3D3D, $000000a6 ; 24 ok dc.l $3D3D3D3D ; 25 dc.l $3D3D3D3D ;$--------, $-------- ; 26 dc.l $3D3D3D3D ; 27 dc.l $3D3D3D3D ;$--------, $-------- ; 28 dc.l $3D3D3D3D ; 29 dc.l $003D3D3D ;$--------, $-------- ; 30 dc.l $3d3D3D3D ; 31 dc.l $2a3D3D3D, $000000a2 ;$--------, $-------- ; 32 ok dc.l $3D3D3D3D ; 33 dc.l $2a3D3D3D, $000000a2 ;$--------, $-------- ; 34 ok dc.l $3D3D3D3D ; 35 dc.l $3D3D3D3D ;$--------, $-------- ; 36 dc.l $3D3D3D3D ; 37 dc.l $2a3D3D3D, $000000a2 ;$--------, $-------- ; 38 ok dc.l $3D3D3D3D ; 39 dc.l $2a3D3D3D, $000000a6 ;$--------, $-------- ; 40 ok dc.l $3D3D3D3D ; 41 dc.l $3D3D3D3D ;$--------, $-------- ; 42 dc.l $3D3D3D3D ; 43 dc.l $3D3D3D3D ;$--------, $-------- ; 44 dc.l $3D3D3D3D ; 45 dc.l $2a3D3D3D, $000000aa ;$--------, $-------- ; 46 ok dc.l $3D3D3D3D ; 47 dc.l $2a3D3D3D, $000000a2 ;$--------, $-------- ; 48 ok dc.l $3D3D3D3D ; 49 dc.l $2a3D3D3D, $000000a6 ;$--------, $-------- ; 50 ok dc.l $3D3D3D3D ; 51 dc.l $2a3D3D3D, $000000a2 ;$--------, $-------- ; 52 ok dc.l $3D3D3D3D ; 53 dc.l $3D3D3D3D ;$--------, $-------- ; 54 dc.l $3D3D3D3D ; 55 dc.l $2a3D3D3D, $000000a6 ;$--------, $-------- ; 56 ok dc.l $3D3D3D3D ; 57 dc.l $3D3D3D3D ;$--------, $-------- ; 58 dc.l $3D3D3D3D ; 59 dc.l $3D3D3D3D ;$--------, $-------- ; 60 dc.l $3D3D3D3D ; 61; dc.l $003D3D3D ;$--------, $-------- ; 62 dc.l $3d3D3D3D ; 63 ; tony sample hlasitost arpeggio pattern dc.l $2a3D3D3D, $000000a2;,$00000000 ; 00 ok dc.l $3D3D3D3D ; 01 dc.l $3D3D3D3D;, $000800c1 ; 02 dc.l $3D3D3D3D ; 03 dc.l $3D3D3D3D;, $000200c1 ; 04 dc.l $3D3D3D3D ; 05 dc.l $3D3D3D3D;, $000500c1 ; 06 dc.l $3D3D3D3D ; 07 dc.l $2a3D3D3D, $000000a6;,$000fc0c1 ; 08 ok dc.l $3D3D3D3D ; 09 dc.l $3D3D3D3D;, $000400c1 ; 10 dc.l $3D3D3D3D ; 11 dc.l $3D3D3D3D;, $000200c1 ; 12 dc.l $3D3D3D3D ; 13 dc.l $2a3D3D3D, $000000aa;,$000fc0c1 ; 14 ok dc.l $3D3D3D3D ; 15 dc.l $2a3D3D3D, $000000a2;,$000400c1 ; 16 ok dc.l $3D3D3D3D ; 17 dc.l $2a3D3D3D, $000000a6;,$000200c1 ; 18 ok dc.l $3D3D3D3D ; 19 dc.l $2a3D3D3D, $000000a2;,$000fc0c1 ; 20 ok dc.l $3D3D3D3D ; 21 dc.l $3D3D3D3D;, $000400c1 ; 22 dc.l $3D3D3D3D ; 23 dc.l $2a3D3D3D, $000000a6;,$000200c1 ; 24 ok dc.l $3D3D3D3D ; 25 dc.l $3D3D3D3D;, $000fc0c1 ; 26 dc.l $3D3D3D3D ; 27 dc.l $3D3D3D3D;, $000200c1 ; 28 dc.l $3D3D3D3D ; 29 dc.l $003D3D3D;, $000600c1 ; 30 dc.l $3d3D3D3D ; 31 dc.l $2a3D3D3D, $000000a2;,$000fc0c1 ; 32 ok dc.l $3D3D3D3D ; 33 dc.l $2a3D3D3D, $000000a2;,$000800c1 ; 34 ok dc.l $3D3D3D3D ; 35 dc.l $3D3D3D3D;, $000200c1 ; 36 dc.l $3D3D3D3D ; 37 dc.l $2a3D3D3D, $000000a2;,$000500c1 ; 38 ok dc.l $3D3D3D3D ; 39 dc.l $2a3D3D3D, $000000a6;,$000fc0c1 ; 40 ok dc.l $3D3D3D3D ; 41 dc.l $3D3D3D3D;, $000400c1 ; 42 dc.l $3D3D3D3D ; 43 dc.l $3D3D3D3D;, $000200c1 ; 44 dc.l $3D3D3D3D ; 45 dc.l $2a3D3D3D, $000000aa;,$000fc0c1 ; 46 ok dc.l $3D3D3D3D ; 47 dc.l $2a3D3D3D, $000000a2;,$000400c1 ; 48 ok dc.l $3D3D3D3D ; 49 dc.l $2a3D3D3D, $000000a6;,$000200c1 ; 50 ok dc.l $3D3D3D3D ; 51 dc.l $2a3D3D3D, $000000a2;,$000fc0c1 ; 52 ok dc.l $3D3D3D3D ; 53 dc.l $3D3D3D3D;, $000400c1 ; 54 dc.l $2a3D3D3D, $000000a6, $300000c1 ; 55;pokr 0.kanal,1ch ok dc.l $2a3D3D3D, $fc0000c1 ; 56ok dc.l $3D3D3D3D ; 57ok dc.l $2a3D3D3D, $000000a2;,$000fc0c1 ; 58ok,1ch ok dc.l $3D3D3D3D ; 59ok dc.l $2a3D3D3D, $000000ae;,$000200c1 ; 60ok 0.kanal nekde stopnout sampl-novy ton vuci predeslemu patternu,1ch ok dc.l $3d3D3D3D ; 61ok dc.l $3d3D3D3D;, $000600c1 ; 62ok dc.l $3d3D3D3D;, $00010080 ; 63ok ;hraju celkem 2ch ;dc.w $8000 dc.l $2a3D2a3D, $000080a2, $000fc0c1 ;, $000000e4 ; 00 ;spatny radek pouze test jestli pujde volumw slide na maximalni hlasitost dc.l $3D3D3D3D ;$--------, $-------- ; 01 dc.l $3D3D2a3D, $000800c1 ; 02 dc.l $3D3D3D3D ; 03 dc.l $3D3D2a3D, $000200c1 ; 04 dc.l $3D3D3D3D ; 05 dc.l $3D3D2a3D, $000500c1 ; 06 dc.l $3D3D3D3D ; 07 dc.l $2a3D2a3D, $000000a6, $000fc0c1 ; 08 dc.l $3D3D3D3D ; 09 dc.l $3D3D2a3D, $000400c1 ; 10 dc.l $3D3D3D3D ; 11 dc.l $3D3D2a3D, $000200c1 ; 12 dc.l $3D3D3D3D ; 13 dc.l $2a3D2a3D, $000000aa, $000fc0c1 ; 14 dc.l $3D3D3D3D ; 15 dc.l $2a3D2a3D, $000000a2, $000400c1 ; 16 dc.l $3D3D3D3D ; 17 dc.l $2a3D2a3D, $000000a6, $000200c1 ; 18 dc.l $3D3D3D3D ; 19 dc.l $2a3D2a3D, $000000a2, $000fc0c1 ; 20 dc.l $3D3D3D3D ; 21 dc.l $3D3D3D3D, $000400c1 ; 22 dc.l $3D3D3D3D ; 23 dc.l $2a3D2a3D, $000000a6, $000200c1 ; 24 dc.l $3D3D3D3D ; 25 dc.l $3D3D2a3D, $000fc0c1 ;$--------, $-------- ; 26 dc.l $3D3D3D3D ; 27 dc.l $3D3D2a3D, $000200c1 ;$--------, $-------- ; 28 dc.l $3D3D3D3D ; 29 dc.l $003D2a3D, $000600c1 ;$--------, $-------- ; 30 dc.l $3d3D3D3D ; 31 dc.l $2a3D2a3D, $000000a2, $000fc0c1 ;$--------, $-------- ; 32 dc.l $3D3D3D3D ; 33 dc.l $2a3D2a3D, $000000a2, $000800c1 ;$--------, $-------- ; 34 dc.l $3D3D3D3D ; 35 dc.l $3D3D2a3D, $000200c1 ;$--------, $-------- ; 36 dc.l $3D3D3D3D ; 37 dc.l $2a3D2a3D, $000000a2, $000500c1 ;$--------, $-------- ; 38 dc.l $3D3D3D3D ; 39 dc.l $2a3D2a3D, $000000a6, $000fc0c1 ;$--------, $-------- ; 40 dc.l $3D3D3D3D ; 41 dc.l $3D3D3D3D, $000400c1 ;$--------, $-------- ; 42 dc.l $3D3D3D3D ; 43 dc.l $3D3D2a3D, $000200c1 ;$--------, $-------- ; 44 dc.l $3D3D3D3D ; 45 dc.l $2a3D2a3D, $000000aa, $000fc0c1 ;$--------, $-------- ; 46 dc.l $3D3D3D3D ; 47 dc.l $2a3D2a3D, $000000a2, $000400c1 ;$--------, $-------- ; 48 dc.l $3D3D3D3D ; 49 dc.l $2a3D2a3D, $000000a6, $000200c1 ;$--------, $-------- ; 50 dc.l $3D3D3D3D ; 51 dc.l $2a3D2a3D, $000000a2, $000fc0c1 ;$--------, $-------- ; 52 dc.l $3D3D3D3D ; 53 dc.l $3D3D3D3D, $000400c1 ;$--------, $-------- ; 54 dc.l $3D3D3D3D ; 55 dc.l $2a3D2a3D, $000000a6, $000200c1 ;$--------, $-------- ; 56 dc.l $3D3D3D3D ; 57 dc.l $3D3D2a3D, $000fc0c1 ;$--------, $-------- ; 58 dc.l $3D3D3D3D ; 59 dc.l $3D3D2a3D, $000200c1 ;$--------, $-------- ; 60 dc.l $3D3D3D3D ; 61; dc.l $003D2a3D, $000600c1 ;$--------, $-------- ; 62 dc.l $3d3D3D3D ; 63 ; tony sample hlasitost arpeggio pattern dc.l $2a3D2a3D, $000000a2, $000fc0c1 ; 00 dc.l $3D3D3D3D ; 01 dc.l $3D3D2a3D, $000800c1 ; 02 dc.l $3D3D3D3D ; 03 dc.l $3D3D2a3D, $000200c1 ; 04 dc.l $3D3D3D3D ; 05 dc.l $3D3D2a3D, $000500c1 ; 06 dc.l $3D3D3D3D ; 07 dc.l $2a3D2a3D, $000000a6, $000fc0c1 ; 08 dc.l $3D3D3D3D ; 09 dc.l $3D3D2a3D, $000400c1 ; 10 dc.l $3D3D3D3D ; 11 dc.l $3D3D2a3D, $000200c1 ; 12 dc.l $3D3D3D3D ; 13 dc.l $2a3D2a3D, $000000aa, $000fc0c1 ; 14 dc.l $3D3D3D3D ; 15 dc.l $2a3D2a3D, $000000a2, $000400c1 ; 16 dc.l $3D3D3D3D ; 17 dc.l $2a3D2a3D, $000000a6, $000200c1 ; 18 dc.l $3D3D3D3D ; 19 dc.l $2a3D2a3D, $000000a2, $000fc0c1 ; 20 dc.l $3D3D3D3D ; 21 dc.l $3D3D3D3D, $000400c1 ; 22 dc.l $3D3D3D3D ; 23 dc.l $2a3D2a3D, $000000a6, $000200c1 ; 24 dc.l $3D3D3D3D ; 25 dc.l $3D3D2a3D, $000fc0c1 ; 26 dc.l $3D3D3D3D ; 27 dc.l $3D3D2a3D, $000200c1 ; 28 dc.l $3D3D3D3D ; 29 dc.l $003D2a3D, $000600c1 ; 30 dc.l $3d3D3D3D ; 31 dc.l $2a3D2a3D, $000000a2, $000fc0c1 ; 32 dc.l $3D3D3D3D ; 33 dc.l $2a3D2a3D, $000000a2, $000800c1 ; 34 dc.l $3D3D3D3D ; 35 dc.l $3D3D2a3D, $000200c1 ; 36 dc.l $3D3D3D3D ; 37 dc.l $2a3D2a3D, $000000a2, $000500c1 ; 38 dc.l $3D3D3D3D ; 39 dc.l $2a3D2a3D, $000000a6, $000fc0c1 ; 40 dc.l $3D3D3D3D ; 41 dc.l $3D3D3D3D, $000400c1 ; 42 dc.l $3D3D3D3D ; 43 dc.l $3D3D2a3D, $000200c1 ; 44 dc.l $3D3D3D3D ; 45 dc.l $2a3D2a3D, $000000aa, $000fc0c1 ; 46 dc.l $3D3D3D3D ; 47 dc.l $2a3D2a3D, $000000a2, $000400c1 ; 48 dc.l $3D3D3D3D ; 49 dc.l $2a3D2a3D, $000000a6, $000200c1 ; 50 dc.l $3D3D3D3D ; 51 dc.l $2a3D2a3D, $000000a2, $000fc0c1 ; 52 dc.l $3D3D3D3D ; 53 dc.l $3D3D3D3D, $000400c1 ; 54 dc.l $2a3D3D3D, $000000a6, $300000c1 ; 55;pokr 0.kanal dc.l $2a3D2a3D, $fc0200c1 ; 56ok dc.l $3D3D3D3D ; 57ok dc.l $2a3D2a3D, $000000a2, $000fc0c1 ; 58ok dc.l $3D3D3D3D ; 59ok dc.l $2a3D2a3D, $000000ae, $000200c1 ; 60ok 0.kanal nekde stopnout sampl-novy ton vuci predeslemu patternu dc.l $3d3D3D3D ; 61ok dc.l $3d3D2a3D, $000600c1 ; 62ok dc.l $3d3D3D3D, $00010080 ; 63ok ;hraju celkem 3ch dc.l $2a002a2a, $000000a2, $000fc7c3, $000000e4 ; 00 ffffc7c3 ;spatny radek pouze test jestli pujde volumw slide na maximalni hlasitost dc.l $3D3D3D3D ;$--------, $-------- ;$--------, $-------- ; 01 dc.l $3D3D2a3D, $000800c1, $0000c0e4, $00020181 ; 02 dc.l $3D3D3D3D, $0000c0e4, $00020181 ; 03 dc.l $3D3D2a3D, $000200c1, $0000c0e4, $00020181 ; 04 dc.l $3D3D3D3D, $0000c0e4, $00020181 ; 05 dc.l $3D3D2a3D, $000500c1, $0000c0e4, $00020181 ; 06 dc.l $3D3D3D3D, $0000c0e4, $00020081 ; 07 dc.l $2a3D2a3D, $000000a6, $000fc0c1, $0000c0e4, $00020081 ; 08 dc.l $3D3D3D3D, $0000c0e4, $00020081 ; 09 dc.l $3D3D2a3D, $000400c1, $0000c0e4, $00020081 ; 10 dc.l $3D3D3D3D, $0000c0e4, $00020081 ; 11 dc.l $3D3D2a3D, $000200c1, $0000c0e4, $00020081 ; 12 dc.l $3D3D3D3D, $0000c0e4, $00020081 ; 13 dc.l $2a3D2a3D, $000000aa, $000fc0c1, $0000c0e4, $00020081 ; 14 dc.l $3D3D3D3D, $0000c0e4, $00020081 ; 15 dc.l $2a3D2a3D, $000000a2, $000400c1, $0000c0e4, $00020081 ; 16 dc.l $3D3D3D3D, $0000c0e4, $00020081 ; 17 dc.l $2a3D2a3D, $000000a6, $000200c1, $0000c0e4, $00020081 ; 18 dc.l $3D3D3D3D, $0000c0e4, $00020081 ; 19 dc.l $2a3D2a3D, $000000a2, $000fc0c1, $0000c0e4, $00020081 ; 20 dc.l $3D3D3D3D ; 21 dc.l $3D3D3D3D, $000400c1, $0000c0e4, $00020081 ; 22 dc.l $3D3D3D3D ; 23 dc.l $2a3D2a3D, $000000a6, $000200c1, $0000c0e4, $00020081 ; 24 dc.l $3D3D3D3D ; 25 dc.l $3D3D2a3D, $000fc0c1 ;$--------, $-------- ; 26 dc.l $3D3D3D3D ; 27 dc.l $3D3D2a3D, $000200c1 ;$--------, $-------- ; 28 dc.l $3D3D3D3D ; 29 dc.l $003D2a3D, $000600c1 ;$--------, $-------- ; 30 dc.l $3d3D3D3D ; 31 dc.l $2a3D2a3D, $000000a2, $000fc0c1 ;$--------, $-------- ; 32 dc.l $3D3D3D3D ; 33 dc.l $2a3D2a3D, $000000a2, $000800c1 ;$--------, $-------- ; 34 dc.l $3D3D3D3D ; 35 dc.l $3D3D2a3D, $000200c1 ;$--------, $-------- ; 36 dc.l $3D3D3D3D ; 37 dc.l $2a3D2a3D, $000000a2, $000500c1 ;$--------, $-------- ; 38 dc.l $3D3D3D3D ; 39 dc.l $2a3D2a3D, $000000a6, $000fc0c1 ;$--------, $-------- ; 40 dc.l $3D3D3D3D ; 41 dc.l $3D3D3D3D, $000400c1 ;$--------, $-------- ; 42 dc.l $3D3D3D3D ; 43 dc.l $3D3D2a3D, $000200c1 ;$--------, $-------- ; 44 dc.l $3D3D3D3D ; 45 dc.l $2a3D2a3D, $000000aa, $000fc0c1 ;$--------, $-------- ; 46 dc.l $3D3D3D3D ; 47 dc.l $2a3D2a3D, $000000a2, $000400c1 ;$--------, $-------- ; 48 dc.l $3D3D3D3D ; 49 dc.l $2a3D2a3D, $000000a6, $000200c1 ;$--------, $-------- ; 50 dc.l $3D3D3D3D ; 51 dc.l $2a3D2a3D, $000000a2, $000fc0c1 ;$--------, $-------- ; 52 dc.l $3D3D3D3D ; 53 dc.l $3D3D3D3D, $000400c1 ;$--------, $-------- ; 54 dc.l $3D3D3D3D ; 55 dc.l $2a3D2a3D, $000000a6, $000200c1 ;$--------, $-------- ; 56 dc.l $3D3D3D3D ; 57 dc.l $3D3D2a3D, $000fc0c1 ;$--------, $-------- ; 58 dc.l $3D3D3D3D ; 59 dc.l $3D3D2a3D, $000200c1 ;$--------, $-------- ; 60 dc.l $3D3D3D3D ; 61; dc.l $003D2a3D, $000600c1 ;$--------, $-------- ; 62 dc.l $3d3D3D3D ; 63 ; tony sample hlasitost arpeggio pattern dc.l $2a3D2a2a, $000000a2, $000fc0c7 ; 00 ffffc7c3 dc.l $3D3D3D3D ; 01 dc.l $3D3D2a3D, $000800c1 ; 02 dc.l $3D3D3D3D ; 03 dc.l $3D3D2a3D, $000200c1 ; 04 dc.l $3D3D3D3D ; 05 dc.l $3D3D2a3D, $000500c1 ; 06 dc.l $3D3D3D3D ; 07 dc.l $2a3D2a3D, $000000a6, $000fc0c1 ; 08 dc.l $3D3D3D3D ; 09 dc.l $3D3D2a3D, $000400c1 ; 10 dc.l $3D3D3D3D ; 11 dc.l $3D3D2a3D, $000200c1 ; 12 dc.l $3D3D3D3D ; 13 dc.l $2a3D2a3D, $000000aa, $000fc0c1 ; 14 dc.l $3D3D3D3D ; 15 dc.l $2a3D2a3D, $000000a2, $000400c1 ; 16 dc.l $3D3D3D3D ; 17 dc.l $2a3D2a3D, $000000a6, $000200c1 ; 18 dc.l $3D3D3D3D ; 19 dc.l $2a3D2a3D, $000000a2, $000fc0c1 ; 20 dc.l $3D3D3D3D ; 21 dc.l $3D3D3D3D, $000400c1 ; 22 dc.l $3D3D3D3D ; 23 dc.l $2a3D2a3D, $000000a6, $000200c1 ; 24 dc.l $3D3D3D3D ; 25 dc.l $3D3D2a3D, $000fc0c1 ; 26 dc.l $3D3D3D3D ; 27 dc.l $3D3D2a3D, $000200c1 ; 28 dc.l $3D3D3D3D ; 29 dc.l $003D2a3D, $000600c1 ; 30 dc.l $3d3D3D3D ; 31 dc.l $2a3D2a3D, $000000a2, $000fc0c1 ; 32 dc.l $3D3D3D3D ; 33 dc.l $2a3D2a3D, $000000a2, $000800c1 ; 34 dc.l $3D3D3D3D ; 35 dc.l $3D3D2a3D, $000200c1 ; 36 dc.l $3D3D3D3D ; 37 dc.l $2a3D2a3D, $000000a2, $000500c1 ; 38 dc.l $3D3D3D3D ; 39 dc.l $2a3D2a3D, $000000a6, $000fc0c1 ; 40 dc.l $3D3D3D3D ; 41 dc.l $3D3D3D3D, $000400c1 ; 42 dc.l $3D3D3D3D ; 43 dc.l $3D3D2a3D, $000200c1 ; 44 dc.l $3D3D3D3D ; 45 dc.l $2a3D2a3D, $000000aa, $000fc0c1 ; 46 dc.l $3D3D3D3D ; 47 dc.l $2a3D2a3D, $000000a2, $000400c1 ; 48 dc.l $3D3D3D3D ; 49 dc.l $2a3D2a3D, $000000a6, $000200c1 ; 50 dc.l $3D3D3D3D ; 51 dc.l $2a3D2a3D, $000000a2, $000fc0c1 ; 52 dc.l $3D3D3D3D ; 53 dc.l $3D3D3D3D, $000400c1 ; 54 dc.l $2a3D3D3D, $000000a6, $300000c1 ; 55;pokr 0.kanal dc.l $2a3D2a3D, $fc0200c1 ; 56ok dc.l $3D3D3D3D ; 57ok dc.l $2a3D2a3D, $000000a2, $000fc0c1 ; 58ok dc.l $3D3D3D3D ; 59ok dc.l $2a3D2a3D, $000000ae, $000200c1 ; 60ok 0.kanal nekde stopnout sampl-novy ton vuci predeslemu patternu dc.l $3d3D3D3D ; 61ok dc.l $3d3D2a3D, $000600c1 ; 62ok dc.l $3d3D3D3D;, $0001d080 ; 63ok ;hraju celkem 4ch dc.l $2a232a2a, $010401a2, $ffffc7c3, $000000e4 ; 00 ffffc7c3 ;spatny radek pouze test jestli pujde volumw slide na maximalni hlasitost dc.l $3D3D3D3D ;$--------, $-------- ;$--------, $-------- ; 01 dc.l $3D3D2a3D, $000800c1, $0000c0e4, $00020181 ; 02 dc.l $3D3D3D3D, $0000c0e4, $00020181 ; 03 dc.l $3D3D2a3D, $000200c1, $0000c0e4, $00020181 ; 04 dc.l $3D3D3D3D, $0000c0e4, $00020181 ; 05 dc.l $3D3D2a3D, $000500c1, $0000c0e4, $00020181 ; 06 dc.l $3D3D3D3D, $0000c0e4, $00020081 ; 07 dc.l $2a3D2a3D, $000000a6, $000fc0c1, $0000c0e4, $00020081 ; 08 dc.l $3D3D3D3D, $0000c0e4, $00020081 ; 09 dc.l $3D3D2a3D, $000400c1, $0000c0e4, $00020081 ; 10 dc.l $3D3D3D3D, $0000c0e4, $00020081 ; 11 dc.l $3D3D2a3D, $000200c1, $0000c0e4, $00020081 ; 12 dc.l $3D3D3D3D, $0000c0e4, $00020081 ; 13 dc.l $2a3D2a3D, $000000aa, $000fc0c1, $0000c0e4, $00020081 ; 14 dc.l $3D3D3D3D, $0000c0e4, $00020081 ; 15 dc.l $2a3D2a3D, $000000a2, $000400c1, $0000c0e4, $00020081 ; 16 dc.l $3D3D3D3D, $0000c0e4, $00020081 ; 17 dc.l $2a3D2a3D, $000000a6, $000200c1, $0000c0e4, $00020081 ; 18 dc.l $3D3D3D3D, $0000c0e4, $00020081 ; 19 dc.l $2a3D2a3D, $000000a2, $000fc0c1, $0000c0e4, $00020081 ; 20 dc.l $3D3D3D3D ; 21 dc.l $3D3D3D3D, $000400c1, $0000c0e4, $00020081 ; 22 dc.l $3D3D3D3D ; 23 dc.l $2a3D2a3D, $000000a6, $000200c1, $0000c0e4, $00020081 ; 24 dc.l $3D3D3D3D ; 25 dc.l $3D3D2a3D, $000fc0c1 ;$--------, $-------- ; 26 dc.l $3D3D3D3D ; 27 dc.l $3D3D2a3D, $000200c1 ;$--------, $-------- ; 28 dc.l $3D3D3D3D ; 29 dc.l $003D2a3D, $000600c1 ;$--------, $ -30- ; 30 dc.l $3d3D3D3D ; 31 dc.l $2a3D2a3D, $000000a2, $000fc0c1 ;$--------, $-------- ; 32 dc.l $3D3D3D3D ; 33 dc.l $2a3D2a3D, $000000a2, $000800c1 ;$--------, $-------- ; 34 dc.l $3D3D3D3D ; 35 dc.l $3D3D2a3D, $000200c1 ;$--------, $-------- ; 36 dc.l $3D3D3D3D ; 37 dc.l $2a3D2a3D, $000000a2, $000500c1 ;$--------, $-------- ; 38 dc.l $3D3D3D3D ; 39 dc.l $2a3D2a3D, $000000a6, $000fc0c1 ;$--------, $-------- ; 40 dc.l $3D3D3D3D ; 41 dc.l $3D3D3D3D, $000400c1 ;$--------, $-------- ; 42 dc.l $3D3D3D3D ; 43 dc.l $3D3D2a3D, $000200c1 ;$--------, $-------- ; 44 dc.l $3D3D3D3D ; 45 dc.l $2a3D2a3D, $000000aa, $000fc0c1 ;$--------, $-------- ; 46 dc.l $3D3D3D3D ; 47 dc.l $2a3D2a3D, $000000a2, $000400c1 ;$--------, $-------- ; 48 dc.l $3D3D3D3D ; 49 dc.l $2a3D2a3D, $000000a6, $000200c1 ;$--------, $-------- ; 50 dc.l $3D3D3D3D ; 51 dc.l $2a3D2a3D, $000000a2, $000fc0c1 ;$--------, $-------- ; 52 dc.l $3D3D3D3D ; 53 dc.l $3D3D3D3D, $000400c1 ;$--------, $-------- ; 54 dc.l $3D3D3D3D ; 55 dc.l $2a3D2a3D, $000000a6, $000200c1 ;$--------, $-------- ; 56 dc.l $3D3D3D3D ; 57 dc.l $3D3D2a3D, $000fc0c1 ;$--------, $-------- ; 58 dc.l $3D3D3D3D ; 59 dc.l $3D3D2a3D, $000200c1 ;$--------, $-------- ; 60 dc.l $3D3D3D3D ; 61; dc.l $003D2a3D, $000600c1 ;$--------, $-------- ; 62 dc.l $3d3D3D3D ; 63 ; tony sample hlasitost arpeggio pattern dc.l $2a272a2a, $010401a2, $000fc0c7 ; 00 ffffc7c3 dc.l $3D3D3D3D ; 01 dc.l $3D3D2a3D, $000800c1 ; 02 dc.l $3D3D3D3D ; 03 dc.l $3D3D2a3D, $000200c1 ; 04 dc.l $3D3D3D3D ; 05 dc.l $3D3D2a3D, $000500c1 ; 06 dc.l $3D3D3D3D ; 07 dc.l $2a3D2a3D, $000000a6, $000fc0c1 ; 08 dc.l $3D3D3D3D ; 09 dc.l $3D3D2a3D, $000400c1 ; 10 dc.l $3D3D3D3D ; 11 dc.l $3D3D2a3D, $000200c1 ; 12 dc.l $3D3D3D3D ; 13 dc.l $2a3D2a3D, $000000aa, $000fc0c1 ; 14 dc.l $3D3D3D3D ; 15 dc.l $2a3D2a3D, $000000a2, $000400c1 ; 16 dc.l $3D3D3D3D ; 17 dc.l $2a3D2a3D, $000000a6, $000200c1 ; 18 dc.l $3D3D3D3D ; 19 dc.l $2a3D2a3D, $000000a2, $000fc0c1 ; 20 dc.l $3D3D3D3D ; 21 dc.l $3D3D3D3D, $000400c1 ; 22 dc.l $3D3D3D3D ; 23 dc.l $2a3D2a3D, $000000a6, $000200c1 ; 24 dc.l $3D3D3D3D ; 25 dc.l $3D3D2a3D, $000fc0c1 ; 26 dc.l $3D3D3D3D ; 27 dc.l $3D3D2a3D, $000200c1 ; 28 dc.l $3D3D3D3D ; 29 dc.l $003D2a3D, $000600c1 ; 30 dc.l $3d3D3D3D ; 31 dc.l $2a2a2a3D, $010401a2, $000fc0c1 ; 32;; dc.l $3D3D3D3D ; 33 dc.l $2a3D2a3D, $000000a2, $000800c1 ; 34 dc.l $3D3D3D3D ; 35 dc.l $3D3D2a3D, $000200c1 ; 36 dc.l $3D3D3D3D ; 37 dc.l $2a3D2a3D, $000000a2, $000500c1 ; 38 dc.l $3D3D3D3D ; 39 dc.l $2a3D2a3D, $000000a6, $000fc0c1 ; 40 dc.l $3D3D3D3D ; 41 dc.l $3D3D3D3D, $000400c1 ; 42 dc.l $3D3D3D3D ; 43 dc.l $3D3D2a3D, $000200c1 ; 44 dc.l $3D3D3D3D ; 45 dc.l $2a3D2a3D, $000000aa, $000fc0c1 ; 46 dc.l $3D3D3D3D ; 47 dc.l $2a3D2a3D, $000000a2, $000400c1 ; 48 dc.l $3D3D3D3D ; 49 dc.l $2a3D2a3D, $000000a6, $000200c1 ; 50 dc.l $3D3D3D3D ; 51 dc.l $2a3D2a3D, $000000a2, $000fc0c1 ; 52 dc.l $3D3D3D3D ; 53 dc.l $3D3D3D3D, $000400c1 ; 54 dc.l $2a3D3D3D, $000000a6, $300000c1 ; 55;pokr 0.kanal dc.l $2a2c2a3D, $010401a0, $fc0200c1 ; 56ok dc.l $3D3D3D3D ; 57ok dc.l $2a3D2a3D, $000000a2, $000fc0c1 ; 58ok dc.l $3D3D3D3D ; 59ok dc.l $2a3D2a3D, $000000ae, $000200c1 ; 60ok 0.kanal nekde stopnout sampl-novy ton vuci predeslemu patternu dc.l $3d3D3D3D ; 61ok dc.l $3d3D2a3D, $000600c1 ; 62ok dc.l $3d3D3D3D, $00014080 ; 63ok dc.l $00000444 ; skok dc.l $2a000000, $000000a2, $fc0000c1, $000000e4 ; 00 ffffc7c3 ;spatny radek pouze test jestli pujde volumw slide na maximalni hlasitost dc.l $3D3D3D3D ;$--------, $-------- ;$--------, $-------- ; 01 dc.l $3D3D3D3D ; 02 dc.l $3D3D3D3D ; 03 dc.l $3D3D3D3D ; 04 dc.l $3D3D3D3D ; 05 dc.l $3D3D3D3D ; 06 dc.l $3D3D3D3D ; 07 dc.l $2a3D3D3D, $000000a6 ; 08 ok dc.l $3D3D3D3D ; 09 dc.l $3D3D3D3D ; 10 dc.l $3D3D3D3D ; 11 dc.l $3D3D3D3D ; 12 dc.l $3D3D3D3D ; 13 dc.l $2a3D3D3D, $000000aa ; 14 ok dc.l $3D3D3D3D ; 15 dc.l $2a3D3D3D, $000000a2 ; 16 ok dc.l $3D3D3D3D ; 17 dc.l $2a3D3D3D, $000000a6 ; 18 ok dc.l $3D3D3D3D ; 19 dc.l $2a3D3D3D, $000000a2 ; 20 ok dc.l $3D3D3D3D ; 21 dc.l $3D3D3D3D ; 22 dc.l $3D3D3D3D ; 23 dc.l $2a3D3D3D, $000000a6 ; 24 ok dc.l $3D3D3D3D ; 25 dc.l $3D3D3D3D ;$--------, $-------- ; 26 dc.l $3D3D3D3D ; 27 dc.l $3D3D3D3D ;$--------, $-------- ; 28 dc.l $3D3D3D3D ; 29 dc.l $003D3D3D ;$--------, $-------- ; 30 dc.l $3d3D3D3D ; 31 dc.l $2a3D3D3D, $000000a2 ;$--------, $-------- ; 32 ok dc.l $3D3D3D3D ; 33 dc.l $2a3D3D3D, $000000a2 ;$--------, $-------- ; 34 ok dc.l $3D3D3D3D ; 35 dc.l $3D3D3D3D ;$--------, $-------- ; 36 dc.l $3D3D3D3D ; 37 dc.l $2a3D3D3D, $000000a2 ;$--------, $-------- ; 38 ok dc.l $3D3D3D3D ; 39 dc.l $2a3D3D3D, $000000a6 ;$--------, $-------- ; 40 ok dc.l $3D3D3D3D ; 41 dc.l $3D3D3D3D ;$--------, $-------- ; 42 dc.l $3D3D3D3D ; 43 dc.l $3D3D3D3D ;$--------, $-------- ; 44 dc.l $3D3D3D3D ; 45 dc.l $2a3D3D3D, $000000aa ;$--------, $-------- ; 46 ok dc.l $3D3D3D3D ; 47 dc.l $2a3D3D3D, $000000a2 ;$--------, $-------- ; 48 ok dc.l $3D3D3D3D ; 49 dc.l $2a3D3D3D, $000000a6 ;$--------, $-------- ; 50 ok dc.l $3D3D3D3D ; 51 dc.l $2a3D3D3D, $000000a2 ;$--------, $-------- ; 52 ok dc.l $3D3D3D3D ; 53 dc.l $3D3D3D3D ;$--------, $-------- ; 54 dc.l $3D3D3D3D ; 55 dc.l $2a3D3D3D, $000000a6 ;$--------, $-------- ; 56 ok dc.l $3D3D3D3D ; 57 dc.l $3D3D3D3D ;$--------, $-------- ; 58 dc.l $3D3D3D3D ; 59 dc.l $3D3D3D3D ;$--------, $-------- ; 60 dc.l $3D3D3D3D ; 61; dc.l $003D3D3D ;$--------, $-------- ; 62 dc.l $3d3D3D3D ; 63 ; tony sample hlasitost arpeggio pattern dc.l $2a3D3D3D, $000000a2;,$00000000 ; 00 ok dc.l $3D3D3D3D ; 01 dc.l $3D3D3D3D;, $000800c1 ; 02 dc.l $3D3D3D3D ; 03 dc.l $3D3D3D3D;, $000200c1 ; 04 dc.l $3D3D3D3D ; 05 dc.l $3D3D3D3D;, $000500c1 ; 06 dc.l $3D3D3D3D ; 07 dc.l $2a3D3D3D, $000000a6;,$000fc0c1 ; 08 ok dc.l $3D3D3D3D ; 09 dc.l $3D3D3D3D;, $000400c1 ; 10 dc.l $3D3D3D3D ; 11 dc.l $3D3D3D3D;, $000200c1 ; 12 dc.l $3D3D3D3D ; 13 dc.l $2a3D3D3D, $000000aa;,$000fc0c1 ; 14 ok dc.l $3D3D3D3D ; 15 dc.l $2a3D3D3D, $000000a2;,$000400c1 ; 16 ok dc.l $3D3D3D3D ; 17 dc.l $2a3D3D3D, $000000a6;,$000200c1 ; 18 ok dc.l $3D3D3D3D ; 19 dc.l $2a3D3D3D, $000000a2;,$000fc0c1 ; 20 ok dc.l $3D3D3D3D ; 21 dc.l $3D3D3D3D;, $000400c1 ; 22 dc.l $3D3D3D3D ; 23 dc.l $2a3D3D3D, $000000a6;,$000200c1 ; 24 ok dc.l $3D3D3D3D ; 25 dc.l $3D3D3D3D;, $000fc0c1 ; 26 dc.l $3D3D3D3D ; 27 dc.l $3D3D3D3D;, $000200c1 ; 28 dc.l $3D3D3D3D ; 29 dc.l $003D3D3D;, $000600c1 ; 30 dc.l $3d3D3D3D ; 31 dc.l $2a3D3D3D, $000000a2;,$000fc0c1 ; 32 ok dc.l $3D3D3D3D ; 33 dc.l $2a3D3D3D, $000000a2;,$000800c1 ; 34 ok dc.l $3D3D3D3D ; 35 dc.l $3D3D3D3D;, $000200c1 ; 36 dc.l $3D3D3D3D ; 37 dc.l $2a3D3D3D, $000000a2;,$000500c1 ; 38 ok dc.l $3D3D3D3D ; 39 dc.l $2a3D3D3D, $000000a6;,$000fc0c1 ; 40 ok dc.l $3D3D3D3D ; 41 dc.l $3D3D3D3D;, $000400c1 ; 42 dc.l $3D3D3D3D ; 43 dc.l $3D3D3D3D;, $000200c1 ; 44 dc.l $3D3D3D3D ; 45 dc.l $2a3D3D3D, $000000aa;,$000fc0c1 ; 46 ok dc.l $3D3D3D3D ; 47 dc.l $2a3D3D3D, $000000a2;,$000400c1 ; 48 ok dc.l $3D3D3D3D ; 49 dc.l $2a3D3D3D, $000000a6;,$000200c1 ; 50 ok dc.l $3D3D3D3D ; 51 dc.l $2a3D3D3D, $000000a2;,$000fc0c1 ; 52 ok dc.l $3D3D3D3D ; 53 dc.l $3D3D3D3D;, $000400c1 ; 54 dc.l $2a3D3D3D, $000000a6, $300000c1 ; 55;pokr 0.kanal,1ch ok dc.l $2a3D3D3D, $fc0000c1 ; 56ok dc.l $3D3D3D3D ; 57ok dc.l $2a3D3D3D, $000000a2;,$000fc0c1 ; 58ok,1ch ok dc.l $3D3D3D3D ; 59ok dc.l $2a3D3D3D, $000000ae;,$000200c1 ; 60ok 0.kanal nekde stopnout sampl-novy ton vuci predeslemu patternu,1ch ok dc.l $3d3D3D3D ; 61ok dc.l $3d3D3D3D;, $000600c1 ; 62ok dc.l $3d3D3D3D;, $0001f080 ; 63ok ;dc.l $00000444 ; skok ;dc.l $000006e4 ; skok 6e4 ok dc.l $2a000000, $000000a2, $fc0000c1, $000000e4 ; 00 ffffc7c3 ;spatny radek pouze test jestli pujde volumw slide na maximalni hlasitost dc.l $3D3D3D3D ;$--------, $-------- ;$--------, $-------- ; 01 dc.l $3D3D3D3D ; 02 dc.l $3D3D3D3D ; 03 dc.l $3D3D3D3D ; 04 dc.l $3D3D3D3D ; 05 dc.l $3D3D3D3D ; 06 dc.l $3D3D3D3D ; 07 dc.l $2a3D3D3D, $000000a6 ; 08 ok dc.l $3D3D3D3D ; 09 dc.l $3D3D3D3D ; 10 dc.l $3D3D3D3D ; 11 dc.l $3D3D3D3D ; 12 dc.l $3D3D3D3D ; 13 dc.l $2a3D3D3D, $000000aa ; 14 ok dc.l $3D3D3D3D ; 15 dc.l $2a3D3D3D, $000000a2 ; 16 ok dc.l $3D3D3D3D ; 17 dc.l $2a3D3D3D, $000000a6 ; 18 ok dc.l $3D3D3D3D ; 19 dc.l $2a3D3D3D, $000000a2 ; 20 ok dc.l $3D3D3D3D ; 21 dc.l $3D3D3D3D ; 22 dc.l $3D3D3D3D ; 23 dc.l $2a3D3D3D, $000000a6 ; 24 ok dc.l $3D3D3D3D ; 25 dc.l $3D3D3D3D ;$--------, $-------- ; 26 dc.l $3D3D3D3D ; 27 dc.l $3D3D3D3D ;$--------, $-------- ; 28 dc.l $3D3D3D3D ; 29 dc.l $003D3D3D ;$--------, $-------- ; 30 dc.l $3d3D3D3D ; 31 dc.l $2a3D3D3D, $000000a2 ;$--------, $-------- ; 32 ok dc.l $3D3D3D3D ; 33 dc.l $2a3D3D3D, $000000a2 ;$--------, $-------- ; 34 ok dc.l $3D3D3D3D ; 35 dc.l $3D3D3D3D ;$--------, $-------- ; 36 dc.l $3D3D3D3D ; 37 dc.l $2a3D3D3D, $000000a2 ;$--------, $-------- ; 38 ok dc.l $3D3D3D3D ; 39 dc.l $2a3D3D3D, $000000a6 ;$--------, $-------- ; 40 ok dc.l $3D3D3D3D ; 41 dc.l $3D3D3D3D ;$--------, $-------- ; 42 dc.l $3D3D3D3D ; 43 dc.l $3D3D3D3D ;$--------, $-------- ; 44 dc.l $3D3D3D3D ; 45 dc.l $2a3D3D3D, $000000aa ;$--------, $-------- ; 46 ok dc.l $3D3D3D3D ; 47 dc.l $2a3D3D3D, $000000a2 ;$--------, $-------- ; 48 ok dc.l $3D3D3D3D ; 49 dc.l $2a3D3D3D, $000000a6 ;$--------, $-------- ; 50 ok dc.l $3D3D3D3D ; 51 dc.l $2a3D3D3D, $000000a2 ;$--------, $-------- ; 52 ok dc.l $3D3D3D3D ; 53 dc.l $3D3D3D3D ;$--------, $-------- ; 54 dc.l $3D3D3D3D ; 55 dc.l $2a3D3D3D, $000000a6 ;$--------, $-------- ; 56 ok dc.l $3D3D3D3D ; 57 dc.l $3D3D3D3D ;$--------, $-------- ; 58 dc.l $3D3D3D3D ; 59 dc.l $3D3D3D3D ;$--------, $-------- ; 60 dc.l $3D3D3D3D ; 61; dc.l $003D3D3D ;$--------, $-------- ; 62 dc.l $3d3D3D3D ; 63 ; tony sample hlasitost arpeggio pattern dc.l $2a3D3D3D, $000000a2;,$00000000 ; 00 ok dc.l $3D3D3D3D ; 01 dc.l $3D3D3D3D;, $000800c1 ; 02 dc.l $3D3D3D3D ; 03 dc.l $3D3D3D3D;, $000200c1 ; 04 dc.l $3D3D3D3D ; 05 dc.l $3D3D3D3D;, $000500c1 ; 06 dc.l $3D3D3D3D ; 07 dc.l $2a3D3D3D, $000000a6;,$000fc0c1 ; 08 ok dc.l $3D3D3D3D ; 09 dc.l $3D3D3D3D;, $000400c1 ; 10 dc.l $3D3D3D3D ; 11 dc.l $3D3D3D3D;, $000200c1 ; 12 dc.l $3D3D3D3D ; 13 dc.l $2a3D3D3D, $000000aa;,$000fc0c1 ; 14 ok dc.l $3D3D3D3D ; 15 dc.l $2a3D3D3D, $000000a2;,$000400c1 ; 16 ok dc.l $3D3D3D3D ; 17 dc.l $2a3D3D3D, $000000a6;,$000200c1 ; 18 ok dc.l $3D3D3D3D ; 19 dc.l $2a3D3D3D, $000000a2;,$000fc0c1 ; 20 ok dc.l $3D3D3D3D ; 21 dc.l $3D3D3D3D;, $000400c1 ; 22 dc.l $3D3D3D3D ; 23 dc.l $2a3D3D3D, $000000a6;,$000200c1 ; 24 ok dc.l $3D3D3D3D ; 25 dc.l $3D3D3D3D;, $000fc0c1 ; 26 dc.l $3D3D3D3D ; 27 dc.l $3D3D3D3D;, $000200c1 ; 28 dc.l $3D3D3D3D ; 29 dc.l $003D3D3D;, $000600c1 ; 30 dc.l $3d3D3D3D ; 31 dc.l $2a3D3D3D, $000000a2;,$000fc0c1 ; 32 ok dc.l $3D3D3D3D ; 33 dc.l $2a3D3D3D, $000000a2;,$000800c1 ; 34 ok dc.l $3D3D3D3D ; 35 dc.l $3D3D3D3D;, $000200c1 ; 36 dc.l $3D3D3D3D ; 37 dc.l $2a3D3D3D, $000000a2;,$000500c1 ; 38 ok dc.l $3D3D3D3D ; 39 dc.l $2a3D3D3D, $000000a6;,$000fc0c1 ; 40 ok dc.l $3D3D3D3D ; 41 dc.l $3D3D3D3D;, $000400c1 ; 42 dc.l $3D3D3D3D ; 43 dc.l $3D3D3D3D;, $000200c1 ; 44 dc.l $3D3D3D3D ; 45 dc.l $2a3D3D3D, $000000aa;,$000fc0c1 ; 46 ok dc.l $3D3D3D3D ; 47 dc.l $2a3D3D3D, $000000a2;,$000400c1 ; 48 ok dc.l $3D3D3D3D ; 49 dc.l $2a3D3D3D, $000000a6;,$000200c1 ; 50 ok dc.l $3D3D3D3D ; 51 dc.l $2a3D3D3D, $000000a2;,$000fc0c1 ; 52 ok dc.l $3D3D3D3D ; 53 dc.l $3D3D3D3D;, $000400c1 ; 54 dc.l $2a3D3D3D, $000000a6, $300000c1 ; 55;pokr 0.kanal,1ch ok dc.l $2a3D3D3D, $fc0000c1 ; 56ok dc.l $3D3D3D3D ; 57ok dc.l $2a3D3D3D, $000000a2;,$000fc0c1 ; 58ok,1ch ok dc.l $3D3D3D3D ; 59ok dc.l $2a3D3D3D, $000000ae;,$000200c1 ; 60ok 0.kanal nekde stopnout sampl-novy ton vuci predeslemu patternu,1ch ok dc.l $3d3D3D3D ; 61ok dc.l $3d3D3D3D;, $000600c1 ; 62ok dc.l $3d3D3D3D, $0001f080 ; 63ok ;dc.l $00000444 ; skok ;dc.l $000006e4 ; skok 6e4 ok dc.l $0000097c ; skok 97c ok ;0.kanal posledniho patternu zeditovany ;1.kanal ;2.kanal posledniho patternu zeditovany ;3.kanal posledniho patternu zeditovany ; --------konec-------- dc.l $3f3f3f3f TEXT: ;DC.B 0 DC.B $00,0,"TELADBA " ;DC.B $01,0,"E " ;DC.B $02,0,"E " ;DC.B $03,0,"ESED SOFTWARE 2 " DC.B $04,0,"L " DC.B $05,0,"E C " DC.B $06,0,"E CSM " DC.B $07,0,"E CCTAMED V1.03C " DC.B $08,0,"E CENOISE V3.3 " DC.B $09,0,"E CROTRACKER V3.61 " DC.B $0a,0,"F CDS MUSIC ROUTINE V1.0 E" DC.B $0b,0,"E CINIWRAPPER CODE V1.04 E" DC.B $0c,0,"E CINIWRAPPER CODE V1.04 E" DC.B $0d,0,"C CINIWRAPPER CODE V1.04 E" DC.B $0e,0,"C CINIWRAPPER CODE V1.04 E" DC.B $0f,0,"A CINIWRAPPER CODE V1.04 E" DC.B $80,13,5,1 ;,0," DC.B $00,0," " ;DC.B $01,0," " ;DC.B $02,0," " ;DC.B $03,0," USED SOFTWARE " DC.B $04,0," " DC.B $05,0," WINUAE V4.4.0 " DC.B $06,0,"E ASM PRO V1.18 " DC.B $07,0,"E OCTAMED V1.03C EDIT SAMPLES " DC.B $08,0,"E RENOISE V3.3 -1ST EDIT MOD " DC.B $09,0,"U PROTRACKER V3.61 -2ND EDIT MOD " DC.B $0a,0,"E CDS MUSIC ROUTINE V1.0 -3RD EDIT CMR " DC.B $0b,0," MINIWRAPPER CODE V1.04 BY PHOTON " DC.B $0c,0,"E MINIWRAPPER CODE V1.04 BY PHOTON " DC.B $0d,0,"E MINIWRAPPER CODE V1.04 BY PHOTON " DC.B $0e,0," MINIWRAPPER CODE V1.04 BY PHOTON " DC.B $0f,0,"E AINIWRAPPER CODE V1.04 BY PHOTON " DC.B $80,13,5,1 DC.B " " DC.B "-- ------- " DC.B "HI PEOPLE! " DC.B " CODE V1.04 BY PHOTON MINIWRAPPER " DC.B "TEXT TEXTRO K CODE V1.04 BY PHOTON " DC.B "B CODE V1.04 BY PHOTON MINIWRAPPER " DC.B "C MINIWRAPPER CODE V1.04 BY PHOTON " DC.B " CODE V1.04 BY PHOTON MINIWRAPPER " DC.B "TEXT TEXTRO K CODE V1.04 BY PHOTON " DC.B "B CODE V1.04 BY PHOTON MINIWRAPPER " DC.B "C MINIWRAPPER CODE V1.04 BY PHOTON " DC.B " CODE V1.04 BY PHOTON MINIWRAPPER " DC.B "TEXT TEXTRO K CODE V1.04 BY PHOTON " DC.B "B CODE V1.04 BY PHOTON MINIWRAPPER " DC.B "C MINIWRAPPER CODE V1.04 BY PHOTON " DC.B " CODE V1.04 BY PHOTON MINIWRAPPER " DC.B "TEXT TEXTRO K CODE V1.04 BY PHOTON " DC.B "B CODE V1.04 BY PHOTON MINIWRAPPER " DC.B "C MINIWRAPPER CODE V1.04 BY PHOTON " DC.B " CODE V1.04 BY PHOTON MINIWRAPPER " DC.B "TEXT TEXTRO K CODE V1.04 BY PHOTON " DC.B "B CODE V1.04 BY PHOTON MINIWRAPPER " DC.B "C MINIWRAPPER CODE V1.04 BY PHOTON " DC.B " CODE V1.04 BY PHOTON MINIWRAPPER " DC.B "TEXT TEXTRO K CODE V1.04 BY PHOTON " DC.B "B CODE V1.04 BY PHOTON MINIWRAPPER " DC.B "C MINIWRAPPER CODE V1.04 BY PHOTON " DC.B " CODE V1.04 BY PHOTON MINIWRAPPER " DC.B "TEXT TEXTRO K CODE V1.04 BY PHOTON " DC.B "B CODE V1.04 BY PHOTON MINIWRAPPER " DC.B "C MINIWRAPPER CODE V1.04 BY PHOTON " DC.B " CODE V1.04 BY PHOTON MINIWRAPPER " DC.B "AHOJ " ; DC.B 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2 ; DC.B 0,$00,$f0,"$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$" ;07 ; DC.B 0,$02,$a8,"$ $" ;08 ; DC.B 0,$04,$60,"$ $" ;09 ; DC.B 0,$06,$18,"$ $" ;10 ; DC.B 0,$07,$d0,"$ $" ;11 ; DC.B 0,$09,$88,"$ $" ;12 ; DC.B 0,$0b,$40,"$ $" ;13 ; DC.B 0,$0c,$f8,"$ $" ;14 ; DC.B 0,$0e,$b0,"$ $" ;15 ; DC.B 0,$10,$68,"$ $" ;16 ; DC.B 0,$12,$20,"$ $" ;17 ; DC.B 0,$13,$d8,"$ $" ;18 ; DC.B 0,$15,$90,"$ $" ;19 ; DC.B 0,$17,$48,"$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$" ;20 ; DC.B 0,$c0,0," " ; DC.B -1,$c1,0," USED SOFT" ;WARE" ;08 ; DC.B 0,$c2,0," " ;09 ; DC.B 0,$c3,0," " ;10 ; DC.B 0,$c4,0,"WINUAE V4" ;.4.0" ;07 ; DC.B -1,$c5,0," ASM PRO V" ;1.18" ;08 ; DC.B 0,$c6,0,"OCTAMED V1" ;.03C" ; EDIT SAMPLES " ;09 ; DC.B 0,$c7,0," RENOISE " ;V3.3" ; -1ST EDIT MOD " ;10 ; DC.B 0,$c8,0,"PROTRACKER" ; V3." ; -2ND EDIT MOD " ;07 ; DC.B -1,$c9,0,"CDS MUSIC " ;ROUT" ; V1.0 -3RD EDIT CMR " ;08 ; DC.B 0,$ca,0,"MINIWRAPPE" ;R CO" ;V1.04 BY PHOTON " ;09 ; DC.B 0,$cb,0,"ATARI ATA" ;RI " ; ATARI " ;10 ; DC.B 0,$c0 ;DC.B 0,$e4,0,"$ $" ;11 ;DC.B 0,$e5,0,"$ $" ;12 ;DC.B 0,$e6,0,"$ AHOJ $" ;13 ;DC.B 0,$e7,0,"$ $" ;14 ;DC.B 0,$e8,0,"$ $" ;15 ;DC.B 0,$e9,0,"$ $" ;16 ;DC.B 0,$ea,0,"$ $" ;17 ;DC.B 0,$eb,0,"$ $" ;18 ;DC.B 0,$ec,0,"$ $" ;19 ;DC.B 0,$ed,0,"$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$" ;20 ; DC.B 0,$c0,0, " " ; DC.B 0,$c1,0, " " ; DC.B 0,$c2,0, " " ; DC.B 0,$c3,0, "USED SOF" ; DC.B 0,$c4,0, " " ; DC.B 0,$c5,0, "WINUAE " ; DC.B 0,$c6,0, "ASM PRO " ; DC.B 0,$c7,0, "OCTAMED " ; DC.B 0,$c8,0, "RENOISE " ; DC.B 0,$c9,0, "PROTRACK" ; DC.B 0,$ca,0, "CDS MUSI" ; DC.B 0,$cb,0, "MINIWRAP" ; DC.B 0,$c0,0 ; DC.B $c0,8, " " ; DC.B 0,$c1,8, " " ; DC.B 0,$c2,8, " " ; DC.B 0,$c3,8, "TWARE " ; DC.B 0,$c4,8, " " ; DC.B 0,$c5,8, "V4.4.0 " ; DC.B 0,$c6,8, "V1.18 " ; DC.B 0,$c7,8, "V1.03C " ; DC.B 0,$c8,8, "V3.3 " ; DC.B 0,$c9,8, "ER V3.61" ; DC.B 0,$ca,8, "C ROUTIN" ; DC.B 0,$cb,8, "PER CODE" ; DC.B 0,$c0,0 ; DC.B $c0,16," " ; DC.B 0,$c1,16," " ; DC.B 0,$c2,16," " ; DC.B 0,$c3,16," " ; DC.B 0,$c4,16," " ; DC.B 0,$c5,16," " ; DC.B 0,$c6,16," " ; DC.B 0,$c7,16," EDIT SA" ; DC.B 0,$c8,16,"P1ST EDI" ; DC.B 0,$c9,16,"P2ND EDI" ; DC.B 0,$ca,16,"E V1.0 " ; DC.B 0,$cb,16," V1.04 B" ; DC.B 0,$c0,0 ; DC.B $c0,24," " ; DC.B 0,$c1,24," " ; DC.B 0,$c2,24," " ; DC.B 0,$c3,24," " ; DC.B 0,$c4,24," " ; DC.B 0,$c5,24," " ; DC.B 0,$c6,24," " ; DC.B 0,$c7,24,"MPLES " ; DC.B 0,$c8,24,"T MOD " ; DC.B 0,$c9,24,"T MOD " ; DC.B 0,$ca,24,"T CMR " ; DC.B 0,$cb,24," " ; DC.B 0,$c0,0 ; DC.B $c0,32," " ; DC.B 0,$c1,32," " ; DC.B 0,$c2,32," " ; DC.B 0,$c3,32," " ; DC.B 0,$c4,32," " ; DC.B 0,$c5,32," " ; DC.B 0,$c6,32," " ; DC.B 0,$c7,32," " ; DC.B 0,$c8,32," " ; DC.B 0,$c9,32," " ; DC.B 0,$ca,32," " ; DC.B 0,$cb,32," " ; DC.B 0,$c0,0 ; DC.B $c0,0, " " ; DC.B 0,$c1,0, " " ; DC.B 0,$c2,0, " " ; DC.B 0,$c3,0, " " ; DC.B 0,$c4,0, " " ; DC.B 0,$c5,0, " " ; DC.B 0,$c6,0, " " ; DC.B 0,$c7,0, " " ; DC.B 0,$c8,0, " " ; DC.B 0,$c9,0, " " ; DC.B 0,$ca,0, " " ; DC.B 0,$cb,0, " " ; DC.B 0,$c0,0; ; DC.B $c0,8, " " ; DC.B 0,$c1,8, " " ; DC.B 0,$c2,8, " " ; DC.B 0,$c3,8, " " ; DC.B 0,$c4,8, " " ; DC.B 0,$c5,8, " " ; DC.B 0,$c6,8, " " ; DC.B 0,$c7,8, " " ; DC.B 0,$c8,8, " " ; DC.B 0,$c9,8, " " ; DC.B 0,$ca,8, " " ; DC.B 0,$cb,8, " " ; DC.B 0,$c0,0 ; DC.B $c0,16," " ; DC.B 0,$c1,16," " ; DC.B 0,$c2,16," " ; DC.B 0,$c3,16," " ; DC.B 0,$c4,16," " ; DC.B 0,$c5,16," " ; DC.B 0,$c6,16," " ; DC.B 0,$c7,16," " ; DC.B 0,$c8,16," " ; DC.B 0,$c9,16," " ; DC.B 0,$ca,16," " ; DC.B 0,$cb,16," " ; DC.B 0,$c0,0 ; DC.B $c0,24," " ; DC.B 0,$c1,24," " ; DC.B 0,$c2,24," " ; DC.B 0,$c3,24," " ; DC.B 0,$c4,24," " ; DC.B 0,$c5,24," " ; DC.B 0,$c6,24," " ; DC.B 0,$c7,24," " ; DC.B 0,$c8,24," " ; DC.B 0,$c9,24," " ; DC.B 0,$ca,24," " ; DC.B 0,$cb,24," " ; DC.B 0,$c0,0 ; DC.B $c0,32," " ; DC.B 0,$c1,32," " ; DC.B 0,$c2,32," " ; DC.B 0,$c3,33," " ; DC.B 0,$c4,32," " ; DC.B 0,$c5,33," " ; DC.B 0,$c6,32," " ; DC.B 0,$c7,32," " ; DC.B 0,$c8,32," " ; DC.B 0,$c9,32," " ; DC.B 0,$ca,32," " ; DC.B 0,$cb,32," " ; DC.B 0,$c0,0 ; DC.B $c0,0," " ; DC.B $c1,0," " ; DC.B $c2,0," " ; DC.B $c3,0," USED SOFTWARE 2 " ; DC.B $c4,0," " ; DC.B $c5,0," C " ; DC.B $c6,0," CSM " ; DC.B $c7,0," CCTAMED V1.03C " ; DC.B $c8,0," CENOISE V3.3 " ; DC.B $c9,0," CROTRACKER V3.61 " ; DC.B $ca,0," CDS MUSIC ROUTINE V1.0 " ; DC.B $cb,0," CINIWRAPPER CODE V1.04 " ; DC.B $c0,$ff ;,0," ;DC.B 0,$0b,$40," TESTOVANO NA AMIZE 1200,4MB FAST RAM ",0,$0c,$f8,$02,$be ;, 0,$0b,$40,$80,$c1;13 ;DC.B 0,$0b,$40," _TESTED_ON_AMIGA_1200,4_MB_FAST_RAM_ ",0,$00,$00,$01,$e6 ;, 0,$0b,$40,$80,$c1;13 ;DC.B 0,$06,$18," /CZ/ ",0,$07,$d0,$00,$00 ;,-1,0,$00,$00,$1,$25;10 ; DC.B 0,$00,$f0," ",0,$02,$a8,$00,$00;, ;07 ; DC.B 0,$02,$a8," ",0,$04,$60,$00,$00 ;, 0,$10,$e0,$0,$31;08 ; DC.B 0,$04,$60," ************************************ ",0,$06,$18, 0, 0;, ;09 ; DC.B 0,$06,$18," USED SOFTWARE ",0,$07,$d0,$00,$00 ;,-1,0,$00,$00,$1,$25;10 ; DC.B 0,$07,$d0," ************************************ ",0,$09,$88, 0, 0;, ;11 ; DC.B 0,$09,$88," WINUAE V4.4.0 ",0,$0b,$40,$00,$00 ;, 0,$0e,$10,$80,$61;12 ; DC.B 0,$0b,$40," ASM PRO V1.18 ",0,$0c,$f8,$00,$00 ;, 0,$0b,$40,$80,$c1;13 ; DC.B 0,$0c,$f8," OCTAMED V1.03C EDIT SAMPLES ",0,$0e,$b0,$00,$00 ;, 0,$08,$70,$81,$21;14 ; DC.B 0,$0e,$b0," RENOISE V3.3 -1ST EDIT MOD ",0,$10,$68,$00,$00 ;, 0,$07,$08,$81,$81;15 ; DC.B 0,$10,$68," PROTRACKER V3.61 -2ND EDIT MOD ",0,$12,$20, 0, $00;, ;16 ; DC.B 0,$12,$20," CDS MUSIC ROUTINE V1.0 -3RD EDIT CMR ",0,$13,$d8,$00,$00 ;, 0,$04,$38,$81,$e1;17 ; DC.B 0,$13,$d8," MINIWRAPPER CODE V1.04 BY PHOTON ",0,$15,$90, 0, 0;, ;01 ; DC.B 0,$15,$90," ",0,$17,$48, 0, 0;, ;01 ;;DC.B 0,$17,$48," ",0,$00,$00,$03,$4e;, ;01 ;DC.B 0,$17,$48," ",0,$00,$00,$04,$3e;, ;01 ; DC.B 0,$00,$f0," ",0,$02,$a8,$00,$00;, ;07 ; DC.B 0,$02,$a8," ",0,$04,$60,$00,$00 ;, 0,$10,$e0,$0,$31;08 ; DC.B 0,$04,$60," ************************************ ",0,$06,$18, 0, 0;, ;09 ; DC.B 0,$06,$18," RESETKANI 2023 PARTY ",0,$07,$d0,$00,$00 ;,-1,0,$00,$00,$1,$25;10 ; DC.B 0,$07,$d0," ************************************ ",0,$09,$88, 0, 0;, ;11 ; DC.B 0,$09,$88," ",0,$0b,$40,$00,$00 ;, 0,$0e,$10,$80,$61;12 ; DC.B 0,$0b,$40," HELLO EVERYONE! ",0,$0c,$f8,$00,$00 ;, 0,$0b,$40,$80,$c1;13 ; DC.B 0,$0c,$f8," ",0,$0e,$b0,$00,$00 ;, 0,$08,$70,$81,$21;14 ; DC.B 0,$0e,$b0," WE WILL HAVE ANOTHER RESETKANI ",0,$10,$68,$00,$00 ;, 0,$07,$08,$81,$81;15 ; DC.B 0,$10,$68," GATHERING, WHICH WILL TAKE PLACE ",0,$12,$20, 0, 0;, ;16 ; DC.B 0,$12,$20," AS ALWAYS IN BRNO. BOTH AMIGA FANS ",0,$13,$d8,$00,$00 ;, 0,$04,$38,$81,$e1;17 ; DC.B 0,$13,$d8," AND EVERYONE ELSE IS INVITED. ",0,$15,$90, 0, 0;, ;01 ; DC.B 0,$15,$90," ",0,$17,$48, 0, 0;, ;01 ; DC.B 0,$17,$48," ",0,$00,$00,$02,$5e;, ;01 ; DC.B 0,$0b,$40," DATE OF THE EVENT: 31.3.- 2.4. ",0,$0c,$f8,$00,$00 ;,0,$0b,$40,$80,$c1;13 ; DC.B 0,$0b,$40," VENUE: CENTRUM DENNICH SLUZEB ",0,$0c,$f8,$00,$00 ;,0,$0b,$40,$80,$c1;13 ; DC.B 0,$0c,$f8," PRO SLUCHOVE POSTIZENE ",0,$0e,$b0,$00,$00 ;,0,$08,$70,$81,$21;14 ; DC.B 0,$0e,$b0," ",0,$10,$68,$00,$00 ;,0,$07,$08,$81,$81;15 ; DC.B 0,$10,$68," STREET: VODOVA 35 ",0,$12,$20, $0, $0 ;,16 ; DC.B 0,$12,$20," CITY: BRNO ",0,$13,$d8,$00,$00 ;,0,$04,$38,$81,$e1;17 ; DC.B 0,$13,$d8," CZECH REPUBLIC ",0,$15,$90, $0, $0 ;,01 ; DC.B 0,$0b,$40," EVENT PROGRAM: DEMO SHOW ",0,$0c,$f8,$00,$00 ;,0,$0b,$40,$80,$c1;13 ; DC.B 0,$0c,$f8," CREAZY COMPO ",0,$0e,$b0,$00,$00 ;,0,$08,$70,$81,$21;14 ; DC.B 0,$0e,$b0," DEATH MATCH- ",0,$10,$68,$00,$00 ;,0,$07,$08,$81,$81;15 ; DC.B 0,$10,$68," -IN HIRED GUNS ",0,$12,$20, $0, $0 ;,16 ; DC.B 0,$12,$20," FUN AMIGA QUIZ ",0,$13,$d8,$00,$00 ;,0,$04,$38,$81,$e1;17 ; DC.B 0,$13,$d8," AZ AMIGA QUIZ ",0,$15,$90, $0, $0 ;,01 ; DC.B 0,$0b,$40," OTHERS: ALCOHOLIC DRINKS ",0,$0c,$f8,$00,$00 ;,0,$0b,$40,$80,$c1;13 ; DC.B 0,$0c,$f8," GOULASH BY NORO ",0,$0e,$b0,$00,$00 ;,0,$08,$70,$81,$21;14 ; DC.B 0,$0e,$b0," SANDWICHES WITH FRIED- ",0,$10,$68,$00,$00 ;,0,$07,$08,$81,$81;15 ; DC.B 0,$10,$68," -CHEESE CHILLI AND CHUTNEY ",0,$12,$20, $0, $0 ;,16 ; DC.B 0,$12,$20," NON-ALCOHOLIC DRINKS ",0,$13,$d8,$00,$00 ;,0,$04,$38,$81,$e1;17 ; DC.B 0,$13,$d8," POTATO CHIPS ",0,$15,$90, $0, $0 ;,01 ; DC.B 0,$0b,$40," ORGANIZERS OF THE EVENT: ",0,$0c,$f8,$00,$00 ;,0,$0b,$40,$80,$c1;13 ; DC.B 0,$0c,$f8," ",0,$0e,$b0,$00,$00 ;,0,$08,$70,$81,$21;14 ; DC.B 0,$0e,$b0," FREDDY ",0,$10,$68,$00,$00 ;,0,$07,$08,$81,$81;15 ; DC.B 0,$10,$68," DEDY ",0,$12,$20, $0, $0 ;,16 ; DC.B 0,$12,$20," MICE ",0,$13,$d8,$00,$00 ;,0,$04,$38,$81,$e1;17 ; DC.B 0,$13,$d8," NORO ",0,$15,$90, $0, $0 ;,01 ;;DC.B 0,$07,$d0," DEKUJI MOC ZA VSE... ",0,$09,$88, $0, $0 ;,11 ; DC.B 0,$09,$88," ",0,$0b,$40,$00,$00 ;,0,$0e,$10,$80,$61;12 ; DC.B 0,$0b,$40," PG ",0,$0c,$f8,$00,$00 ;,0,$0b,$40,$80,$c1;13 ; DC.B 0,$0c,$f8," POISON ",0,$0e,$b0,$00,$00 ;,0,$08,$70,$81,$21;14 ; DC.B 0,$0e,$b0," JANCIB ",0,$10,$68,$00,$00 ;,0,$07,$08,$81,$81;15 ; DC.B 0,$10,$68," DAMI ",0,$00,$00,$02,$d6 ;,16 ; DC.B 0,$07,$d0," THANK YOU SO MUCH FOR EVERYTHING... ",0,$09,$88,$81,$20 ;,11 ; DC.B 0,$07,$d0," THANK YOU TO OUR CZ AND SK ",0,$09,$88, $0, $0 ;,11 ; DC.B 0,$09,$88," PROGRAMMERS, WHO DROVE ME FORWARD ",0,$0b,$40,$00,$00 ;,0,$0e,$10,$80,$61;12 ; DC.B 0,$0b,$40," IN AMIGA ASSEMBLER... ",0,$0c,$f8,$00,$00 ;,0,$0b,$40,$80,$c1;13 ; DC.B 0,$0c,$f8," ",0,$0e,$b0,$00,$00 ;,0,$08,$70,$81,$21;14 ; DC.B 0,$0e,$b0," DEFOR OBIWANKEN ",0,$10,$68,$00,$00 ;,0,$07,$08,$81,$81;15 ; DC.B 0,$10,$68," DJM ANTONY/DTA ",0,$12,$20,$00,$00 ;,16 ; DC.B 0,$12,$20," MARK LANEX ",0,$13,$d8,$00,$00 ;,0,$04,$38,$81,$e1;17 ;;DC.B 0,$04,$60," ZDRAVIME... ",0,$06,$18, $0, $0 ;,09 ; DC.B 0,$06,$18," GREETINGS... ",0,$07,$d0,$00,$00 ;,-1,0,$00,$00,$1,$25;10 ; DC.B 0,$09,$88," ARTWAY ",0,$0b,$40,$00,$00 ;,0,$0e,$10,$80,$61;12 ; DC.B 0,$0b,$40," D.T.A.SOFTWARE STUDIO ",0,$0c,$f8,$00,$00 ;,0,$0b,$40,$80,$c1;13 ; DC.B 0,$0c,$f8," VECTORS ",0,$0e,$b0,$00,$00 ;,0,$08,$70,$81,$21;14 ; DC.B 0,$0e,$b0," KLIK ",0,$00,$00,$00,$F6 ;,0,$07,$08,$81,$81;15 ;;DC.B 0,$09,$88," PG_____________ ",0,$0b,$40,$00,$00 ;,0,$0e,$10,$80,$61;12 ;;DC.B 0,$0b,$40," LOOKE________________ ",0,$0c,$f8,$00,$00 ;,0,$0b,$40,$80,$c1;13 ;;DC.B 0,$0c,$f8," POISON_________ ",0,$0e,$b0,$00,$00 ;,0,$08,$70,$81,$21;14 ;;DC.B 0,$0e,$b0," AKI____________ ",0,$00,$00,$00,$F6 ;,0,$07,$08,$81,$81;15 ; DC.B 0,$09,$88," CERES SOFT ",0,$0b,$40,$00,$00 ;,0,$0e,$10,$80,$61;12 ; DC.B 0,$0b,$40," VBG SOFTWARE ",0,$0c,$f8,$00,$00 ;,0,$0b,$40,$80,$c1;13 ; DC.B 0,$0c,$f8," 4004/482_ZO SVAZARMU ",0,$0e,$b0,$00,$00 ;,0,$08,$70,$81,$21;14 ; DC.B 0,$0e,$b0," GEMBA BOYS ",0,$10,$68,$00,$00 ;,0,$07,$08,$81,$81;15 ; DC.B 0,$10,$68," RM-TEAM ",0,$00,$00,$00,$00 ;,16 ; DC.B 0,$0b,$40," CHILDHOOD DREAM SOFTWARE ",0,$0c,$f8,$00,$00 ;, 0,$0b,$40,$80,$c1;13 ; DC.B 0,$0b,$40," CODE LISIAK ",0,$0c,$f8,$00,$00 ;, 0,$0b,$40,$80,$c1;13 ; DC.B 0,$0c,$f8," MUSIC NOOLY ",0,$0e,$b0,$00,$00 ;, 0,$08,$70,$81,$21;14 ; DC.B 0,$04,$60," GREETINGS... ",0,$06,$18, $0, $0 ;,09 ;;DC.B 0,$06,$18," ZDRAVIME... ",0,$07,$d0,$00,$00 ;,-1,0,$00,$00,$1,$25;10 ; DC.B 0,$09,$88," ZDENEK6 BUSY ",0,$0b,$40,$00,$00 ;,0,$0e,$10,$80,$61;12 ; DC.B 0,$0b,$40," MBORIK128 ROMBOR ",0,$0c,$f8,$00,$00 ;,0,$0b,$40,$80,$c1;13 ; DC.B 0,$0c,$f8," LIBOR L.A. UB880D ",0,$0e,$b0,$00,$00 ;,0,$08,$70,$81,$21;14 ; DC.B 0,$0e,$b0," CZECH HUMAN ACELTD ",0,$10,$68,$00,$00 ;,0,$07,$08,$81,$81;15 ; DC.B 0,$07,$d0," PHOTON DEFOR ",0,$09,$88, $0, $0 ;,11 ; DC.B 0,$09,$88," TRIXIE JOFA ",0,$0b,$40,$00,$00 ;,0,$0e,$10,$80,$61;12 ; DC.B 0,$0b,$40," SNAPPY HUMAN FACTOR ",0,$0c,$f8,$00,$00 ;,0,$0b,$40,$80,$c1;13 ; DC.B 0,$0c,$f8," HOLYNA SOLARIS104 ",0,$0e,$b0,$00,$00 ;,0,$08,$70,$81,$21;14 ; DC.B 0,$0e,$b0," PREDSEDA BOMBEROZA ",0,$10,$68,$00,$00 ;,0,$07,$08,$81,$81;15 ; DC.B 0,$10,$68," CERV OBIWANKEN ",0,$12,$20, $0, $0 ;,16 ; DC.B 0,$12,$20," EXIE PROBER ",0,$13,$d8,$00,$00 ;,0,$04,$38,$81,$e1;17 ; DC.B 0,$13,$d8," MARK GHH ",0,$00,$00,$01,$e6 ;,01 ; DC.B 0,$07,$d0," ",0,$09,$88, $0, $0 ;,11 ; DC.B 0,$09,$88," CHAIN ",0,$0b,$40,$00,$00 ;,0,$0e,$10,$80,$61;12 ; DC.B 0,$0b,$40," L.L.G. ",0,$0c,$f8,$00,$00 ;,0,$0b,$40,$80,$c1;13 ; DC.B 0,$0c,$f8," SLACHA ",0,$0e,$b0,$00,$00 ;,0,$08,$70,$81,$21;14 ; DC.B 0,$0e,$b0," TOMSOFT ",0,$10,$68,$00,$00 ;,0,$07,$08,$81,$81;15 ; DC.B 0,$10,$68," JAY TEE ",0,$12,$20, $0, $0 ;,16 ; DC.B 0,$12,$20," RASTER ",0,$13,$d8,$00,$00 ;,0,$04,$38,$81,$e1;17 ; DC.B 0,$13,$d8," ",0,$00,$00,$01,$E6 ;,01 ;;DC.B 0,$15,$90," ",0,$17,$48, $0, $0 ;,01 ;;DC.B 0,$17,$48," ",0,$00,$00,$00,$00 ;,01 ; DC.B 0,$09,$88," RESETKANI.EU ",0,$0b,$40,$00,$00 ;,0,$0e,$10,$80,$61;12 ; DC.B 0,$0b,$40," AMIGAPORTAL.CZ ",0,$0c,$f8,$00,$00 ;,0,$0b,$40,$80,$c1;13 ; DC.B 0,$0c,$f8," AMIGA.LUKYSOFT.CZ ",0,$0e,$b0,$00,$00 ;,0,$08,$70,$81,$21;14 ; DC.B 0,$0e,$b0," JACK.UNTERGRUND.NET ",0,$10,$68,$00,$00 ;,0,$07,$08,$81,$81;15 ; DC.B 0,$10,$68," OLDCOMP.CZ ",0,$12,$20, $0, $0 ;,16 ; DC.B 0,$12,$20," GHH.8U.CZ ...DO NOT PANIC ",0,$13,$d8,$00,$00 ;,0,$04,$38,$81,$e1;17 ; DC.B 0,$09,$88," PPA.PL ",0,$0b,$40,$00,$00 ;,0,$0e,$10,$80,$61;12 ; DC.B 0,$0b,$40," ARCADEHRY.CZ ",0,$0c,$f8,$00,$00 ;,0,$0b,$40,$80,$c1;13 ; DC.B 0,$0c,$f8," EAB.ABIME.NET ",0,$0e,$b0,$00,$00 ;,0,$08,$70,$81,$21;14 ; DC.B 0,$0e,$b0," CADA.PROBERS.CZ ",0,$10,$68,$00,$00 ;,0,$07,$08,$81,$81;15 ; DC.B 0,$10,$68," NEKONECNY LABUZO YOUTUBE ",0,$12,$20, $0, $0 ;,16 ; DC.B 0,$12,$20," AMIGA A ATARI ST CZ/SK FACEBOOK ",0,$13,$d8,$00,$00 ;,0,$04,$38,$81,$e1;17 ; DC.B 0,$13,$d8," ONESCAPE FOR ATARI 8BIT GAME ",0,$00,$00,$00,$00 ;,01 ;;DC.B 0,$0b,$40," ZDRAVIME Z... CZ / SK ",0,$0c,$f8,$00,$00 ;,0,$0b,$40,$80,$c1;13 ; DC.B 0,$0b,$40," GREETINGS FROM CZ / SK ",0,$0c,$f8,$00,$00 ;,0,$0b,$40,$80,$c1;13 ;;DC.B 0,$0b,$40," TEBE________ ",0,$0c,$f8,$00,$00 ;,0,$0b,$40,$80,$c1;13 ; DC.B 0,$8b,$40,"$ _WE GREET_YOU!_ $",0,$80,$00,$00,$00 ;,0,$0b,$40,$80,$c1;13 ; DC.B 0,$00,$f0," ",0,$02,$a8,$00,$00 ;,07 ; DC.B 0,$02,$a8," A FEW EVENTS FOR 2023 ",0,$04,$60,$00,$00 ;,0,$10,$e0,$0,$31;08 ; DC.B 0,$04,$60," ************************************** ",0,$06,$18, $0, $0 ;,09 ; DC.B 0,$06,$18," NAME DATE OF EVENT COUNTRY ",0,$07,$d0,$00,$00 ;,-1,0,$00,$00,$1,$25;10 ; DC.B 0,$07,$d0," &***************^&************^&*****^ ",0,$09,$88, 0, 0;, ;11 ; DC.B 0,$09,$88," FOREVER 17.3. - 19.3. SK ",0,$0b,$40,$00,$00 ;,0,$0e,$10,$80,$61;12 ; DC.B 0,$0b,$40," REVISION 7.4. - 1O.4. DE ",0,$0c,$f8,$00,$00 ;,0,$0b,$40,$80,$c1;13 ; DC.B 0,$0c,$f8," AKF PARTY 28.4. - 1.5. CZ ",0,$0e,$b0,$00,$00 ;,0,$08,$70,$81,$21;14 ; DC.B 0,$0e,$b0," ARTWAY PARTY 7.7. - 9.7. CZ ",0,$10,$68,$00,$00 ;,0,$07,$08,$81,$81;15 ; DC.B 0,$10,$68," OLDSCHOOL PARTY 11.8. - 13.8. CZ ",0,$12,$20, $0, $0 ;,16 ; DC.B 0,$12,$20," OLDCOMP PARTY 8.9. - 10.9. CZ ",0,$13,$d8,$00,$00 ;,0,$04,$38,$81,$e1;17 ; DC.B 0,$13,$d8," BYTEFEST 26.10.- 29.10. CZ ",0,$15,$90, $0, $0 ;,01 ; DC.B 0,$15,$90," PRASEPARTY 23.11.- 26.11. CZ ",0,$17,$48, $0, $0 ;,01 ; DC.B 0,$17,$48," ",0,$00,$00,$00,$00 ;,01 ; DC.B 0,$04,$60," ************************************ ",0,$06,$18, 0, 0;, ;09 ; DC.B 0,$06,$18," USED SOFTWARE ",0,$07,$d0,$00,$00 ;,-1,0,$00,$00,$1,$25;10 ; DC.B 0,$07,$d0," ************************************ ",0,$09,$88, 0, 0;, ;11 ; DC.B 0,$09,$88," WINUAE V4.4.0 ",0,$0b,$40,$00,$00 ;, 0,$0e,$10,$80,$61;12 ; DC.B 0,$0b,$40," ASM PRO V1.18 ",0,$0c,$f8,$00,$00 ;, 0,$0b,$40,$80,$c1;13 ; DC.B 0,$0c,$f8," OCTAMED V1.03C EDIT SAMPLES ",0,$0e,$b0,$00,$00 ;, 0,$08,$70,$81,$21;14 ; DC.B 0,$0e,$b0," RENOISE V3.3 -1ST EDIT MOD ",0,$10,$68,$00,$00 ;, 0,$07,$08,$81,$81;15 ; DC.B 0,$10,$68," PROTRACKER V3.61 -2ND EDIT MOD ",0,$12,$20, 0, $00;, ;16 ; DC.B 0,$12,$20," CDS MUSIC ROUTINE V1.0 -3RD EDIT CMR ",0,$13,$d8,$00,$00 ;, 0,$04,$38,$81,$e1;17 ; DC.B 0,$13,$d8," MINIWRAPPER CODE V1.04 BY PHOTON ",0,$15,$90, 0, 0;, ;01 ;rezervovane misto vyplnime 0 ;****************************************************************************** ; TEXTRO KONEC ;****************************************************************************** ;PC ;mix 0.kanal BA incbin "DH1:MOD T02X3/05" BB incbin "DH1:MOD T02X3/06" BC incbin "DH1:MOD T02X3/07" BD incbin "DH1:MOD T02X3/08" ;bas 1.kanal BE incbin "DH1:MOD T02X3/02a" BF incbin "DH1:MOD T02X3/02b" ;smp s casovacem C0 C1 ;kytara 2.kanal C2 incbin "DH1:MOD T02X3/01" C3 C4 C5 ;klavesy 3.kanal C6 incbin "DH1:MOD T02X3/03" C7 incbin "DH1:MOD T02X3/04" C8 C9 ;CA incbin "DH1:MOD T02X3/DART_BOARD" CA incbin "DH1:MOD T02X3/k.chipbell5short0" * zde si doplnte cestu k samplu ;AA incbin "dh1:noSystem/sampl.smp" ;29.3.2023 o neco zkratit smycku