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<root>­/­mirrors­/­amigascne­/­Scrollers­/­T-Groupstext­/­The Special Brothers/TSB-DemoNr1.txt

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File date:
2013-05-12 23:07:21
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all-time: 100

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     ¹YYYYYEEEAAAAHHHH !!        ²HERE IS OUR PERFORMANCE-INTRO !!     IN THE UPPER 
EDGE OF THE SCREEN YOU CAN SEE OUR PHOTOS PIXELED INTO THE COMPUTER BY TCA.    WELL,
FIRST THE INSTRUCTIONS FOR THIS INTRO.             1. WHEN THE INTRO IS UNPACKING, 
RUN FAST INTO THE KITCHEN,OPEN THE REFRIGERATOR AND GET SOME COLD DRINKS AND ANY 
SWEETS.      2. RUN BACK AND CHANGE THE HEIGHT OF YOUR SEAT TO THE OPTIMAL VIEW.     
 3. LEAN BACK - GET YOUR SWEETS AND ENJOY THIS INTRO(DUCTION).      4. IF YOU ARE 
BORED, YOU CAN WATCH OUR DIFFERENT MEANINGS, STATEMENTS AND INTRODUCTIONS BY PRESSING
 ³F1 - F2 AND F3.   ²   5. BY PRESSING F4 AND F5 YOU CAN CHANGE THE MUSIC.     6.IF 
YOU DON'T ENJOY THIS, YOU MUST BE A DIFFERENT,STRANGE TYPE OF HUMAN.      NOW SOME 
CREDITS:                      A BIG THANKS MUST GO TO          NOISE   s²FOR SENDING 
THE SOURCES ABOUT THE FONTS.           NOW SOME INTERNAL CREDITS :        
PROGRAMMING : ³TCA ²(WITH THE HELP OF A TETRAGON INTRO)      MUSIC : HARD'N'HEAVY AND
 ³JAWS ²(FIRST WE WANTED TO PUT IT INTO A GAME) ³MADE BY TCA²      GRAPHICS : RIPPED 
OUT OF STREET SPORTS BASKETBALL AND CHANGED BY TCA, TOO.      FONT : ³KNIGHT HAWKS ² 
(GOT FROM NOISE)      MANAGEMENT - FOUNDER - ORGANIZER : ³ELECTRICA ²      SWAPPING :
 ³ELECTRICA AND MLP ²      SCROLLTEXT : ³ELECTRICA - MLP - TCA ²            I (TCA) 
THANK MYSELF,ELECTRICA AND MY DISK-DRIVE FOR THE MORAL SUPPORT DURING THE PROGRAMMING.
         ¹FURTHER THANKS GO TO: ²COMMODORE,ANDELOS COMPUTERS,TETRAGON,NOISE,HIGHSPEED,
PROFEX AND NORD GETRAENKE.         AND AGAIN LIKE IN THE OTHER INTROS NOW THE 
COMMERCIAL PART.           ¹HHHHEEEERRRE WEEE GOO : ²           PEPSI - THE TASTE OF 
AMERICA - COULD IT BE YOURS >              CARCHARODON - THE GAME OF THE CENTURY 
(AVAILABLE AT X-MAS 1988)          LEVIS 501           VERBATIM 2-DD DISKS            
    O.K. ENOUGH DONE FOR OUR MONEY !!        NOW SOME PRIVATE SLOGANS OF US :³        
 THE COMMODORE ACE - ALWAYS CREATIVITY IN MIND !!         MLP - THE LEFT FORCE !      
   ELECTRICA - THE GENIUS          ² IF YOU WANT TO CONTACT US THEN WRITE TO:³       
TSB    s³    PLK A   s³     019261  s³     3060   s³     STADTHAGENs³     FRG    s²   
   ³NOW OUR HANDSHAKES GO TO:    ² ALCATRAZ (WHY DON'T YOU SEND SOMETHING AT THE 
MOMENT >) - ALF - ALPHAFLIGHT - AMIGAVISION (STILL ALIVE>) - BRAINWALKER - CBC AND 
BAND - DEATHSTAR - LEVEL FOUR - HIGHSPEED - MADONNA ASSOCIATION (FOR THE LAST TIME >) 
- MEGADEATH - MEGAFORCE - NCS - NETWORK NORWAY - NOISE - PIT - POGO OF THE ACCUMULATORS
 - PROPHETS AG (THE SAME AS AMIGAVISION) - SECOND FOUNDATION - THE GANG - THUNDERCREW 
- WOODPEAKERS - QUARTEX ........................ AND NOW A SPDOPD (SHIT) SPEZIAL 
(SCHEISSE) SPECIAL GREETING TO HIGHSPEED (NICE GRAFIX MADE BY THUNDERPIG!!)        O.K.
 WE HATE LONG BORING SCROLLTEXTS (WHAT A LIE, WATCH THE THING-INTRO) BUT WE MUST STOP 
NOW.......................³SO LONG !!!       YOURS :          TSB 1988 s²            
NOW IT STARTS AGAIN !!                 æ PRESS F1 - F2 OR F3 TO WATCH DIFFERENT 
INFORMATIONS ABOUT THE PERSONS IN OUR GROUP ......... BY PRESSING F4 AND F5 YOU CAN 
CHANGE THE MUSIX ................  



                  ELECTRICA :          HELLO GUYS !!!!! NOW IT'S TIME FOR THE ORGANIZER,
FOUNDER AND CONTROLLER OF THIS SMASHING GROUP !!  I CAN'T WRITE BECAUSE THERE IS DOMINOE
 DANCING BY THE KETCHUP BOYS IN THE BACKGROUND !!! NOW SOMETHING ABOUT MEINE 
WENIGKEIT !!       FIRST I HAD AN ATARI 2600 THEN A C64 AND NOW I AM THE OWNER OF THE 
MOST POWERFUL (!>!) COMPUTER CALLED : AMIGA 1000 !!!!  MLP IS NOW VERY HAPPY BECAUSE 
THERE ARE TWO SCHACHTELN OF 'SPRENGEL SCHOKOLADE' !!!   BYE-BYE AND SO LONG,            
YOURS ELECTRICA.               



             TCA+ :             HERE IS THE MOST INTERESTING PERSON OF TSB !! (MODESTY 
ISN'T MY BEST STRENGTH)   WELL,I'M THE MOST ENERGETICALLY PERSON IN THE UNIVERSE.     
I'M THE PROGRAMMER (WATCH THIS!) - UNBEATABLE IN SOUNDS AND SYNTHETIC MUSIC AND AT LAST 
I MADE THIS PICCY ABOVE (CHANGED FROM THE GAME 'STREET SPORTS BASKETBALL').    O.K. YOU 
SEE WITH ME,WE WILL RULE THE WHOLE GALAXY (E.T. WE ARE COMING!!).   WELL,IN THESE 
DIFFICULT TIMES WE PERFORMED ALL OUR STRENGTH TOGETHER AND WE BUILT UP A NEW CREW 'THE 
SPECIAL BROTHERS'.   NOW ANYTHING TO MY PERSON.  I LIKE FILMS LIKE THESE :  THE ROCKY 
HORROR PICTURE SHOW - BLUE VELVET - AND SOME OTHER STUFF (BORING,EH>)    WELL,IF YOU 
HAVE ANY STICKERS - POSTERS OR SOMETHING FROM THE ROCKY HORROR PICTURE SHOW SEND IT TO :
        TSB       PLK A 019261    3060 STADTHAGEN       WEST-GERMANY............
.......... WELL,MY CAREER BEGAN WITH A FASCINATING VIDEO-GAME CALLED 'MATTEL 
INTELLIVISION'  (FUCK ATARI VCS 2600!!). BUT I WAS SLIGHTLY BORED,'CAUSE I COULDN'T 
CREATE ANYTHING OWN ON THIS BOX.     THEN I'VE GOT A FRIEND WHO HAD A COMMODORE 64,AT 
THAT TIME A NEARLY UNKNOWN COMPUTER.(THE MOST PEOPLE THOUGHT THE TI-994A FROM TEXAS 
INSTRUMENTS WERE BETTER).BUT WHEN I SAW THE GAMES ON THE C64 (GALAGA-GREENHOUSE 
(UUUAARRGHH!!)) I WAS TOTALLY OUT OF CONTROL.SO I WALKED NEARLY EVERY DAY TO THE NEXT 
COMPUTER-SHOP TO PLAY AND PROGRAM ON THE VC 20 AND THE VC 64.THEN I HAD CONFIRMATION AND
 I HAD ENOUGH MONEY TO GET A REAL GOOD SYSTEM.  A 64'ER WITH PRINTER,SPEED-DOS,DATASETTE
 AND DISK-DRIVE.I TRIED TO PROGRAM SOME THINGS IN BASIC BUT IT FAILED.AFTER THAT I 
PLAYED NEARLY EVERY DAY FROM 12 P.M. TO 1 A.M. GAMES AND WATCHED AT DEMOS (I LOVED ALL 
1001 CREW DEMOS!!).  BUT AT ONE DAY I SAW 6502 ASSEMBLER AND I TRIED IT WITH THE GOOD 
OLD SMON.        AND FINALLY I COULD PRESENT MY FIRST INTRO.    WELL, FLICKERING AND 
WITH ONLY THREE SPRITES BUT IT WAS A GREAT IMPROVEMENT TO BASIC. THE NEXT TWO YEARS I 
GOT BETTER AND BETTER,BUT WHEN I WAS REALLY GREAT THE WHOLE WORLD TURNED OVER TO THE 
GREAT AMIGA.AND AS I SAW THAT MACHINE IN THE SCHOOL I WAS DREAMING THE WHOLE DAY OF 
PROGRAMS ON THE AMIGA.THEN I SOLD MY GOOD OLD C64 AND BOUGHT THE AMIGA.I STARTED WITH 
ASSEMBLER AND KICKED BASIC AWAY.AND I FOUND ASSEMBLER QUITE EASY ON IT.WELL,THE RESULT 
IS THIS NICE LITTLE PROGRAM WITH MY MUSIC,MY GRAPHICS AND MY ROUTINES (ONLY THE FONT IS 
I THINK FROM THE KNIGHT HAWKS).       NOW I'VE NO MORE TO SAY.               WATCH THIS 
AGAIN.            



             MLP :             HI LEUTE HIER DIE STORY VON MLP.   FIRST I HAD A HAMSTER 
AND THEN AGAIN A HAMSTER AND AFTER THAT A PHILLIPS TELESPIEL. THEN I GAMED WITH THE CBS 
TELESPIEL AND AFTER THAT I WENT ON PROFFESSIONAL WITH THE COMMODORE PC 128 ABOUT WHICH 
I WAS VERY PROUD.  FINALLY I BOUGHT MY DREAM-COMPUTER THE ARCHIMEDES  AEH...SHIT...
AMIGA !!     HERE IS MY INTRODUCING LINE :   I'M ONE OF THE CREATIVE (>) MEMBERS OF TSB 
(SOUNDS,GRAFIX AND SO ON).  WRITE TO ME:   MLP    POSTLAGERND   3262   AUETAL-BORSTEL.  
    NEXT,I MAKE THE MUZAK FOR CARCHARODON,THE ULTIMATE BALLERFUN.   THE BEST BALLERGAME 
EVER SEEN (COMING SOON AT X-MAS).        THAT'S ALL !!             



 BE YOURS >              CARCHARODON - "
DC.B "THE GAME OF THE CENTURY (AVAILABLE AT X-MAS 1988)        "
DC.B "  LEVIS 501           VERBATIM 2-DD DISKS                "
DC.B "O.K. ENOUGH DONE FOR OUR MONEY !!        NOW SOME PRIVATE"
DC.B " SLOGANS OF US :³         THE COMMODORE ACE - ALWAYS CREA"
DC.B "TIVITY IN MIND !!         MLP - THE LEFT FORCE !         "
DC.B "ELECTRICA - THE GENIUS          ² IF YOU WANT TO CONTACT "
DC.B "US THEN WRITE TO:³       TSB    s³    PLK A   s³     0192"
DC.B "61  s³     3060   s³     STADTHAGENs³     FRG    s²      "
DC.B "³NOW OUR HANDSHAKES GO TO:    ² "
DC.B "ALCATRAZ (WHY DON'T YOU SEND SOMETHING AT THE MOMENT >) "
DC.B "- ALF - ALPHAFLIGHT - AMIGAVISION (STILL ALIVE>) "
DC.B "- BRAINWALKER - CBC AND BAND - DEATHSTAR - " 
DC.B "LEVEL FOUR - HIGHSPEED - MADONNA AS"
DC.B "SOCIATION (FOR THE LAST TIME >) - MEGADEATH - MEGAFORCE -"
DC.B " NCS - NETWORK NORWAY - NOISE - PIT - POGO OF "
DC.B "THE ACCUMULATORS - PROPHETS AG (THE SAME AS AMIGAVISION) " 
DC.B "- SECOND FOUNDATION" 
DC.B " - THE GANG - THUNDERCREW - WOODPEAKERS - QUAR"
DC.B "TEX ........................ AND NOW A SPDOPD (SHIT) SPEZ"
DC.B "IAL (SCHEISSE) SPECIAL GREETING TO HIGHSPEED (NICE GRAFIX"
DC.B " MADE BY THUNDERPIG!!)        O.K. WE HATE LONG BORING SC"
DC.B "ROLLTEXTS (WHAT A LIE, WATCH THE THING-INTRO) BUT WE MUST"
DC.B " STOP NOW.......................³SO LONG !!!       YOURS "
DC.B ":          TSB 1988 s²            NOW IT STARTS AGAIN !! "
DC.B "                æ"  

string2:
DC.B " PRESS F1 - F2 OR F3 TO WATCH DIFFERENT INFORMATIONS "
DC.B "ABOUT THE PERSONS IN OUR GROUP ......... BY PRESSING "
DC.B "F4 AND F5 YOU CAN CHANGE THE MUSIX ................  ",0

string2a:
DC.B "                  "
DC.B "ELECTRICA :          "
DC.B "HELLO GUYS !!!!! NOW IT'S TIME FOR THE ORGANIZER,FOUNDER"
DC.B " AND CONTROLLER OF THIS SMASHING GROUP !!  I CAN'T WRITE"
DC.B " BECAUSE THERE IS DOMINOE DANCING BY THE KETCHUP BOYS IN"
DC.B " THE BACKGROUND !!! NOW SOMETHING ABOUT MEINE WENIGKEIT "
DC.B "!!       FIRST I HAD AN ATARI 2600 THEN A C64 AND NOW I "
DC.B "AM THE OWNER OF THE MOST POWERFUL (!>!) COMPUTER CALLED "
DC.B ": AMIGA 1000 !!!!  MLP IS NOW VERY HAPPY BECAUSE THERE A"
DC.B "RE TWO SCHACHTELN OF 'SPRENGEL SCHOKOLADE' !!!   BYE-BYE"
DC.B " AND SO LONG,            YOURS ELECTRICA.               ",0

string2b:
DC.B "             "
DC.B "TCA+ :             HERE IS THE MOST INTERESTING PERSON OF"
DC.B " TSB !! (MODESTY ISN'T MY BEST STRENGTH)   WELL,I'M THE M"
DC.B "OST ENERGETICALLY PERSON IN THE UNIVERSE.     I'M THE PRO"
DC.B "GRAMMER (WATCH THIS!) - UNBEATABLE IN SOUNDS AND SYNTHETI"
DC.B "C MUSIC AND AT LAST I MADE THIS PICCY ABOVE (CHANGED FROM"
DC.B " THE GAME 'STREET SPORTS BASKETBALL').    O.K. YOU SEE WI"
DC.B "TH ME,WE WILL RULE THE WHOLE GALAXY (E.T. WE ARE COMING!!"
DC.B ").   WELL,IN THESE DIFFICULT TIMES WE PERFORMED ALL OUR S"
DC.B "TRENGTH TOGETHER AND WE BUILT UP A NEW CREW 'THE SPECIAL "
DC.B "BROTHERS'.   NOW ANYTHING TO MY PERSON.  I LIKE FILMS LIK"
DC.B "E THESE :  THE ROCKY HORROR PICTURE SHOW - BLUE VELVET - "
DC.B "AND SOME OTHER STUFF (BORING,EH>)    WELL,IF YOU HAVE ANY"
DC.B " STICKERS - POSTERS OR SOMETHING FROM THE ROCKY HORROR PI"
DC.B "CTURE SHOW SEND IT TO :        TSB       PLK A 019261    "
DC.B "3060 STADTHAGEN       WEST-GERMANY...................... "
DC.B "WELL,MY CAREER BEGAN WITH A FASCINATING VIDEO-GAME CALLED"
DC.B " 'MATTEL INTELLIVISION'  (FUCK ATARI VCS 2600!!). BUT I W"
DC.B "AS SLIGHTLY BORED,'CAUSE I COULDN'T CREATE ANYTHING OWN O"
DC.B "N THIS BOX.     THEN I'VE GOT A FRIEND WHO HAD A COMMODOR"
DC.B "E 64,AT THAT TIME A NEARLY UNKNOWN COMPUTER.(THE MOST PEO"
DC.B "PLE THOUGHT THE TI-994A FROM TEXAS INSTRUMENTS WERE BETTE"
DC.B "R).BUT WHEN I SAW THE GAMES ON THE C64 (GALAGA-GREENHOUSE"
DC.B " (UUUAARRGHH!!)) I WAS TOTALLY OUT OF CONTROL.SO I WALKED"
DC.B " NEARLY EVERY DAY TO THE NEXT COMPUTER-SHOP TO PLAY AND P"
DC.B "ROGRAM ON THE VC 20 AND THE VC 64.THEN I HAD CONFIRMATION"
DC.B " AND I HAD ENOUGH MONEY TO GET A REAL GOOD SYSTEM.  A 64'"
DC.B "ER WITH PRINTER,SPEED-DOS,DATASETTE AND DISK-DRIVE.I TRIE"
DC.B "D TO PROGRAM SOME THINGS IN BASIC BUT IT FAILED.AFTER THA"
DC.B "T I PLAYED NEARLY EVERY DAY FROM 12 P.M. TO 1 A.M. GAMES "
DC.B "AND WATCHED AT DEMOS (I LOVED ALL 1001 CREW DEMOS!!).  BU"
DC.B "T AT ONE DAY I SAW 6502 ASSEMBLER AND I TRIED IT WITH THE"
DC.B " GOOD OLD SMON.        AND FINALLY I COULD PRESENT MY FIR"
DC.B "ST INTRO.    WELL, FLICKERING AND WITH ONLY THREE SPRITES"
DC.B " BUT IT WAS A GREAT IMPROVEMENT TO BASIC. THE NEXT TWO YE"
DC.B "ARS I GOT BETTER AND BETTER,BUT WHEN I WAS REALLY GREAT T"
DC.B "HE WHOLE WORLD TURNED OVER TO THE GREAT AMIGA.AND AS I SA"
DC.B "W THAT MACHINE IN THE SCHOOL I WAS DREAMING THE WHOLE DAY"
DC.B " OF PROGRAMS ON THE AMIGA.THEN I SOLD MY GOOD OLD C64 AND"
DC.B " BOUGHT THE AMIGA.I STARTED WITH ASSEMBLER AND KICKED BAS"
DC.B "IC AWAY.AND I FOUND ASSEMBLER QUITE EASY ON IT.WELL,THE R"
DC.B "ESULT IS THIS NICE LITTLE PROGRAM WITH MY MUSIC,MY GRAPHI"
DC.B "CS AND MY ROUTINES (ONLY THE FONT IS I THINK FROM THE KNI"
DC.B "GHT HAWKS).       NOW I'VE NO MORE TO SAY.               "
DC.B "WATCH THIS AGAIN.            ",0
EVEN
string2c:
DC.B "             "
DC.B "MLP :             HI LEUTE HIER DIE STORY VON MLP.   FIRST"
DC.B " I HAD A HAMSTER AND THEN AGAIN A HAMSTER AND AFTER THAT A"
DC.B " PHILLIPS TELESPIEL. THEN I GAMED WITH THE CBS TELESPIEL A"
DC.B "ND AFTER THAT I WENT ON PROFFESSIONAL WITH THE COMMODORE P"
DC.B "C 128 ABOUT WHICH I WAS VERY PROUD.  FINALLY I BOUGHT MY D"
DC.B "REAM-COMPUTER THE ARCHIMEDES  AEH...SHIT...AMIGA !!     HE"
DC.B "RE IS MY INTRODUCING LINE :   I'M ONE OF THE CREATIVE (>) "
DC.B "MEMBERS OF TSB (SOUNDS,GRAFIX AND SO ON).  WRITE TO ME:   "
DC.B "MLP    POSTLAGERND   3262   AUETAL-BORSTEL.      NEXT,I MA"
DC.B "KE THE MUZAK FOR CARCHARODON,THE ULTIMATE BALLERFUN.   THE"
DC.B " BEST BALLERGAME EVER SEEN (COMING SOON AT X-MAS).        "
DC.B "THAT'S ALL !!             ",0

; USER CopperList

even
gfxcopper:
dc.w 	$008e,$2281,$0090,$a9c1 ; linke obere/rechte untere 
				; Koordinaten des BildschirmFenster
dc.w 	$0092,$0038,$0094,$00d0 ; DataFetch Start/Stop
dc.w 	$0108,$00a0,$010a,$00a0	; Modulos fuer Grafik
dc.w 	$0102,$0000,$0104,$0000 ; BitPlane Control Reg. #1 u. #2
				; nur wichtig bei DualPlayfield etc.
dc.w 	$0100,$5200		; BitPlane Control Reg. #0
				; 1 Bitplane/Farbe
				; siehe Hardware Reference M. 
				; Anhang A-4			
dc.w    $00e0,$0003,$00e2,$4000	; Zeiger auf Start der Bitplane
dc.w	$00e4,$0003,$00e6,$4028
dc.w 	$00e8,$0003,$00ea,$4050
dc.w 	$00ec,$0003,$00ee,$4078
dc.w	$00f0,$0003,$00f2,$40a0
pic1tab:
blk.b	128,10
dc.w $a909,$fffe

                dc.w DIWSTRT,$c97b,DIWSTOP,$2fd1 
		dc.w DDFSTRT,$0020,DDFSTOP,$00d8
		dc.w BPL1MOD,$0004,BPL2MOD,$0004
		dc.w BPLCON2,%0000000001000000,BPLCON1,$0000
		dc.w BPLCON0,%0100001000000000
;			     %5432109876543210

		dc.w COLOR00,$0000,COLOR00+2,$0770
		dc.w COLOR00+4,$0880,COLOR00+6,$0990
		dc.w COLOR00+8,$0aa0,COLOR00+10,$0bb0
		dc.w COLOR00+12,$0cc0,COLOR00+14,$0fff
		dc.w COLOR00+16,$0cc0,COLOR00+18,$0bb0
		dc.w COLOR00+20,$0aa0,COLOR00+22,$0990
		dc.w COLOR00+24,$0880,COLOR00+26,$0770
		dc.w COLOR00+28,$0660,COLOR00+30,$0fff

sprite0:	dc.w SPR0PTH,$0000,SPR0PTL,$0000
		dc.w SPR1PTH,$0000,SPR1PTL,$0000
		dc.w SPR2PTH,$0000,SPR2PTL,$0000
		dc.w SPR3PTH,$0000,SPR3PTL,$0000
		dc.w SPR4PTH,$0000,SPR4PTL,$0000
		dc.w SPR5PTH,$0000,SPR5PTL,$0000
		dc.w SPR6PTH,$0000,SPR6PTL,$0000
		dc.w SPR7PTH,$0000,SPR7PTL,$0000

planes:		dc.w BPL1PTH,$0004,BPL1PTL,$0000
		dc.w BPL2PTH,$0004,BPL2PTL,$3cf0
		dc.w BPL3PTH,$0004,BPL3PTL,$79e0
		dc.w BPL4PTH,$0004,BPL4PTL,$b6d0
		dc.w BPL5PTH,$0000,BPL5PTL,$0000
		dc.w BPL6PTH,$0000,BPL6PTL,$0000

                dc.w $e109,$fffe
		dc.w COLOR00,$0000,COLOR00+2,$0700
		dc.w COLOR00+4,$0800,COLOR00+6,$0900
		dc.w COLOR00+8,$0a00,COLOR00+10,$0b00
		dc.w COLOR00+12,$0c00,COLOR00+14,$000f
		dc.w COLOR00+16,$0c00,COLOR00+18,$0b00
		dc.w COLOR00+20,$0a00,COLOR00+22,$0900
		dc.w COLOR00+24,$0800,COLOR00+26,$0700
		dc.w COLOR00+28,$0600,COLOR00+30,$0fff
dc.w $ffff,$fffe
gfxend:

Clsize = gfxend-gfxcopper


start_muzak1:
	move.l	#data1,muzakoffset	;** get offset

init0:	move.l	muzakoffset,a0		;** get highest used pattern
	add.l	#472,a0
	move.l	#$80,d0
	clr.l	d1
init1:	move.l	d1,d2
	subq.w	#1,d0
init2:	move.b	(a0)+,d1
	cmp.b	d2,d1
	bgt.s	init1
	dbf	d0,init2
	addq.b	#1,d2

init3:	move.l	muzakoffset,a0		;** calc samplepointers
	lea	pointers(pc),a1
	lsl.l	#8,d2
	lsl.l	#2,d2
	add.l	#600,d2
	add.l	a0,d2
	moveq	#14,d0
init4:	move.l	d2,(a1)+
	clr.l	d1
	move.w	42(a0),d1
	lsl.l	#1,d1
	add.l	d1,d2
	add.l	#30,a0
	dbf	d0,init4

init5:	clr.w	$dff0a8			;** clear used values
	clr.w	$dff0b8
	clr.w	$dff0c8
	clr.w	$dff0d8
	clr.w	timpos
	clr.l	trkpos
	clr.l	patpos

init6:	move.l	muzakoffset,a0		;** initialize timer irq
	move.b	470(a0),numpat+1	;number of patterns
        rts

start_muzak2:
	move.l	#data2,muzakoffset	;** get offset

	move.l	muzakoffset,a0		;** get highest used pattern
	add.l	#472,a0
	move.l	#$80,d0
	clr.l	d1
init11:	move.l	d1,d2
	subq.w	#1,d0
init22:	move.b	(a0)+,d1
	cmp.b	d2,d1
	bgt.s	init11
	dbf	d0,init22
	addq.b	#1,d2

init33:	move.l	muzakoffset,a0		;** calc samplepointers
	lea	pointers(pc),a1
	lsl.l	#8,d2
	lsl.l	#2,d2
	add.l	#600,d2
	add.l	a0,d2
	moveq	#14,d0
init44:	move.l	d2,(a1)+
	clr.l	d1
	move.w	42(a0),d1
	lsl.l	#1,d1
	add.l	d1,d2
	add.l	#30,a0
	dbf	d0,init44

init55:	clr.w	$dff0a8			;** clear used values
	clr.w	$dff0b8
	clr.w	$dff0c8
	clr.w	$dff0d8
	clr.w	timpos
	clr.l	trkpos
	clr.l	patpos

init66:	move.l	muzakoffset,a0		;** initialize timer irq
	move.b	470(a0),numpat+1	;number of patterns
        rts

init_irq:
	move.l	$6c.w,lev3save+2
	move.l	#lev3interrupt,$6c.w
	rts

stop_muzak:
	move.l	lev3save+2,$6c.w
	clr.w	$dff0a8
	clr.w	$dff0b8
	clr.w	$dff0c8
	clr.w	$dff0d8
	move.w	#$f,$dff096
	rts

lev3interrupt:
	bsr.s	replay_muzak
        bsr     irqroutine        
lev3save:
	jmp	$0

replay_muzak:
	movem.l	d0-d7/a0-a6,-(a7)
	addq.w	#1,timpos
speed:	cmp.w	#6,timpos
	beq.L	replaystep

chaneleffects:				;** seek effects
	lea	datach0(pc),a6
	tst.b	3(a6)
	beq.s	ceff1
	lea	$dff0a0,a5
	bsr.s	ceff5
ceff1:	lea	datach1(pc),a6
	tst.b	3(a6)
	beq.s	ceff2
	lea	$dff0b0,a5
	bsr.s	ceff5
ceff2:	lea	datach2(pc),a6
	tst.b	3(a6)
	beq.s	ceff3
	lea	$dff0c0,a5
	bsr.s	ceff5
ceff3:	lea	datach3(pc),a6
	tst.b	3(a6)
	beq.s	ceff4
	lea	$dff0d0,a5
	bsr.s	ceff5
ceff4:	movem.l	(a7)+,d0-d7/a0-a6
	rts

ceff5:	move.b	2(a6),d0		;room for some more
	and.b	#$f,d0			;implementations below
	tst.b	d0
	beq.s	arpreggiato
	cmp.b	#1,d0
	beq.L	pitchup
	cmp.b	#2,d0
	beq.L	pitchdown
	cmp.b	#12,d0
	beq.L	setvol
	cmp.b	#14,d0
	beq.L	setfilt
	cmp.b	#15,d0
	beq.L	setspeed
	rts

arpreggiato:				;** spread by time
	cmp.w	#1,timpos
	beq.s	arp1
	cmp.w	#2,timpos
	beq.s	arp2
	cmp.w	#3,timpos
	beq.s	arp3
	cmp.w	#4,timpos
	beq.s	arp1
	cmp.w	#5,timpos
	beq.s	arp2
	rts

arp1:	clr.l	d0			;** get higher note-values
	move.b	3(a6),d0		;   or play original
	lsr.b	#4,d0
	bra.s	arp4
arp2:	clr.l	d0
	move.b	3(a6),d0
	and.b	#$f,d0
	bra.s	arp4
arp3:	move.w	16(a6),d2
	bra.s	arp6
arp4:	lsl.w	#1,d0
	clr.l	d1
	move.w	16(a6),d1
	lea	notetable,a0
arp5:	move.w	(a0,d0.w),d2
	cmp.w	(a0),d1
	beq.s	arp6
	addq.l	#2,a0
	bra.s	arp5
arp6:	move.w	d2,6(a5)
	rts

pitchdown:
	bsr.s	newrou
	clr.l	d0
	move.b	3(a6),d0
	and.b	#$f,d0
	add.w	d0,(a4)
	cmp.w	#$358,(a4)
	bmi.s	ok1
	move.w	#$358,(a4)
ok1:	move.w	(a4),6(a5)
	rts

pitchup:bsr.s	newrou
	clr.l	d0
	move.b	3(a6),d0
	and.b	#$f,d0
	sub.w	d0,(a4)
	cmp.w	#$71,(a4)
	bpl.s	ok2
	move.w	#$71,(a4)
ok2:	move.w	(a4),6(a5)
	rts

setvol:	move.b	3(a6),8(a5)
	rts

setfilt:move.b	3(a6),d0
	and.b	#1,d0
	lsl.b	#1,d0
	and.b	#$fd,$bfe001
	or.b	d0,$bfe001
	rts

setspeed:
	clr.l	d0
	move.b	3(a6),d0
	and.b	#$f,d0
	move.w	d0,speed+2
	rts

newrou:	cmp.l	#datach0,a6
	bne.s	next1
	lea	voi1(pc),a4
	rts
next1:	cmp.l	#datach1,a6
	bne.s	next2
	lea	voi2(pc),a4
	rts
next2:	cmp.l	#datach2,a6
	bne.s	next3
	lea	voi3(pc),a4
	rts
next3:	lea	voi4(pc),a4
	rts

replaystep:				;** work next pattern-step
	clr.w	timpos
	move.l	muzakoffset,a0
	move.l	a0,a3
	add.l	#12,a3			;ptr to soundprefs
	move.l	a0,a2
	add.l	#472,a2			;ptr to pattern-table
	add.l	#600,a0			;ptr to first pattern
	clr.l	d1
	move.l	trkpos,d0		;get ptr to current pattern
	move.b	(a2,d0),d1
	lsl.l	#8,d1
	lsl.l	#2,d1
	add.l	patpos,d1		;get ptr to current step
	clr.w	enbits
	lea	$dff0a0,a5		;chanel 0
	lea	datach0(pc),a6
	bsr.L	chanelhandler
	lea	$dff0b0,a5		;chanel 1
	lea	datach1(pc),a6
	bsr.L	chanelhandler
	lea	$dff0c0,a5		;chanel 2
	lea	datach2(pc),a6
	bsr.L	chanelhandler
	lea	$dff0d0,a5		;chanel 3
	lea	datach3(pc),a6
	bsr.L	chanelhandler
	move.w	#400,d0			;** wait a while and set len
rep1:	dbf	d0,rep1			;   of oneshot to 1 word
	move.w	#$8000,d0
	or.w	enbits,d0
	move.w	d0,$dff096
	cmp.w	#1,datach0+14
	bne.s	rep2
	clr.w	datach0+14
	move.w	#1,$dff0a4
rep2:	cmp.w	#1,datach1+14
	bne.s	rep3
	clr.w	datach1+14
	move.w	#1,$dff0b4
rep3:	cmp.w	#1,datach2+14
	bne.s	rep4
	clr.w	datach2+14
	move.w	#1,$dff0c4
rep4:	cmp.w	#1,datach3+14
	bne.s	rep5
	clr.w	datach3+14
	move.w	#1,$dff0d4

rep5:	add.l	#16,patpos		;next step
	cmp.l	#64*16,patpos		;pattern finished ?
	bne.s	rep6
	clr.l	patpos
	addq.l	#1,trkpos		;next pattern in table
	clr.l	d0
	move.w	numpat,d0
	cmp.l	trkpos,d0		;song finished ?
	bne.s	rep6
	clr.l	trkpos
rep6:	movem.l	(a7)+,d0-d7/a0-a6
	rts

chanelhandler:
	move.l	(a0,d1.l),(a6)		;get period & action-word
	addq.l	#4,d1			;point to next chanel
	clr.l	d2
	move.b	2(a6),d2		;get nibble for soundnumber
	lsr.b	#4,d2
	beq.s	chan2			;no soundchange !
	move.l	d2,d4			;** calc ptr to sample
	lsl.l	#2,d2
	mulu	#30,d4
	lea	pointers-4(pc),a1
	move.l	(a1,d2.l),4(a6)		;store sample-address
	move.w	(a3,d4.l),8(a6)		;store sample-len in words
	move.w	2(a3,d4.l),18(a6)	;store sample-volume

	move.l	d0,-(a7)
	move.b	2(a6),d0
	and.b	#$f,d0
	cmp.b	#$c,d0
	bne.s	ok3
	move.b	3(a6),8(a5)
	bra.s	ok4
ok3:	move.w	2(a3,d4.l),8(a5)	;change chanel-volume
ok4:	move.l	(a7)+,d0

	clr.l	d3
	move.w	4(a3,d4),d3		;** calc repeatstart
	add.l	4(a6),d3
	move.l	d3,10(a6)		;store repeatstart
	move.w	6(a3,d4),14(a6)		;store repeatlength
	cmp.w	#1,14(a6)
	beq.s	chan2			;no sustainsound !
	move.l	10(a6),4(a6)		;repstart  = sndstart
	move.w	6(a3,d4),8(a6)		;replength = sndlength
chan2:	tst.w	(a6)
	beq.s	chan4			;no new note set !
	move.w	22(a6),$dff096		;clear dma
	tst.w	14(a6)
	bne.s	chan3			;no oneshot-sample
	move.w	#1,14(a6)		;allow resume (later)
chan3:	bsr.L	newrou
	move.w	(a6),(a4)
	move.w	(a6),16(a6)		;save note for effect
	move.l	4(a6),0(a5)		;set samplestart
	move.w	8(a6),4(a5)		;set samplelength
	move.w	(a6),6(a5)		;set period
	move.w	22(a6),d0
	or.w	d0,enbits		;store dma-bit
	move.w	18(a6),20(a6)		;volume trigger
chan4:	rts

datach0:	blk.w	11,0
		dc.w	1
datach1:	blk.w	11,0
		dc.w	2
datach2:	blk.w	11,0
		dc.w	4
datach3:	blk.w	11,0
		dc.w	8
voi1:		dc.w	0
voi2:		dc.w	0
voi3:		dc.w	0
voi4:		dc.w	0
pointers:	blk.l	15,0
notetable:	dc.w	856,808,762,720,678,640,604,570
		dc.w	538,508,480,453,428,404,381,360
		dc.w	339,320,302,285,269,254,240,226  
		dc.w	214,202,190,180,170,160,151,143
		dc.w	135,127,120,113,000
muzakoffset:	dc.l	0
trkpos:		dc.l	0
patpos:		dc.l	0
numpat:		dc.w	0
enbits:		dc.w	0
timpos:		dc.w	0
org $34000-$ba
load $34000-$ba
picdata:
blk.b 27186
picdata_end:
org $5606c
load $5606c
data1:		blk.b	72888,0
even
data2:          blk.b   55916,0   
dataend:
0+14
	bne.s	rep2
	clr.w	datach0+14
	move.w	#1,$dff0a4
rep2:	cmp.w	#1,datach1+14
	bne.s	rep3
	clr.w	datach1+14
	move.w	#1,$dff0b4
rep3:	cmp.w	#1,datach2+14
	bne.s	rep4
	clr.w	datach2+14
	move.w	#1,$dff0c4
rep4:	cmp.w	#1,datach3+14
	bne.s	re
	clr.w	datach3+14
	move.w	#1,$dff0d4

rep5:	add.l	#16,patpos		;next step
	cmp.l	#64*16,patpos		;pattern finished ?
	bne.s	rep6
	clr.l	patpos
	addq.l	#1,trkpos		;next pattern in table
	clr.l	d0
	move.w	numpat,d0
	cmp.l	trkpos,d0		;song finished ?
	bne.s	rep6



move.l	$6c,oldirq
;move.l	#newirq,$6c
move.w	#$c000,$dff09a
; ---
bsr	init2
bsr	unpack
bsr	fillcopper
bsr	mt_init
; -------- 
8D loop -------------

8\:

wait:
move.l	$dff004,d2
and.l	#$0001ff00,d2
cmp.l	#$1000,d2
bne.s	wait

bsr	copy
bsr	scrolling
bsr	kord
bsr	sin_scroll
bsr	put_it
bsr	mt_music

btst	#6,$bfe001
beq.s 	raus
bra 	main

newirq:
movem.l	d0-d7/a0-a6,-(a7)
bsr	scrolling
bsr	copy
bsr	kord
bsr	sin_scroll
bsr	put_it
bsr	mt_music
movem.l	(a7)+,d0-d7/a0-a6
dc.w	$4ef9
oldirq:
dc.l	0

;---- close all ---------------
even
raus:
move.w	#$000f,$dff096
move.w	#$4000,$dff09a
move.l	oldirq,$6c
move.w	#$c000,$dff09a
; -------------------
move.l 	$4,a6
move.l	gfxbase,a1
jsr	-414(a6) 		; gfx close
; ------------------------------
move.l	 gfxbase,a0
add.l	 #$32,a0
move.w	#$0080,$dff096		; copper dma stop
move.l	oldcopper,(a0)
move.w	#$8080,$dff096
; ------------------------------
move.l	 $4,a6
jsr	-138(a6)	  	; multi erlauben
; ------------------------------
movem.l	(a7)+,d0-d7/a0-a6
rts

;---- new copperlist ---
newcopper:
; sprite zeiger
sprite:
dc.w $0120,$0000,$0122,$0000	; spr 1 address
dc.w $0124,$0000,$0126,$0000	; spr 2 address
; --------------------------
dc.w $0180,$0000,$0182,$0fff	; hintergrundfarben

; fuer dpaint-pic
dc.w $008e,$4281,$0090,$80c1
dc.w $0092,$0038,$0094,$00d1
dc.w $0108,$00a0,$010a,$00a0
dc.w $0102






0104,$0000
dc.w $0100,$5200

dc.w $00e0,$0007,$00e2,$0000
dc.w $00e4,$0007,$00e6,$0028
dc.w $00e8,$0007,$00ea,$0050
dc.w $00ec,$0007,$00ee,$0078
dc.w $00f0,$0007,$00f2,$00a0

colors:
blk.b 128,10

round:
blk.l 120,0

dc.w $8009,$fffe
dc.w $0100,$1200
dc.w $0180,$0000,$0182,$0000
; spr colors
dc.w $01a2,$0000,$01a4,$00f0
dc.w $01a6,$000f,$01a8,$0ff0

dc.w $008e,$a081,$0090,$c3c1    ; left top/right bottom koordinaten
dc.w $0092,$0038,$0094,$00d0    ; data fetch start/stop
dc.w $0108,$0004,$010a,$0004	; graphic modulus
dc.w $0102,$0000,$0104,$0024	; bitpl. control r