the cutting room mirror

Gauntlet (Apple IIGS)

This page contains no introduction.
What makes this game notable or what is it about? Are you a bad enough dude to save this article?

Uncompiled Source Code#

Inside a few of the disk's files, there are random tidbits of code scattered throughout and can be found at the end of each of these files.

GSYS#

  else
    lda tmp2
  endif
    sta c64joya,x

; returns tmp = key pressed no matter what

; Exit
xsckx   pla     ;restore x
    tax

xsckr   lda xlstkey ;return only new, different key press
    rts

xlstkey db 0        ;key debounce location

;**************************************************************
; Key translation table
xkeys   equ $

; Player 1 definitions

    db "J",       %11011    ;left 
    db "L",       %10111    ;right
    db "I",       %11110    ;up 
    db "M",       %11101    ;down

    db "U",       %11010    ;left up
    db "O",       %10110    ;right up
    db "N",       %11001    ;left down
    db ",",       %10101    ;right down

    db "K",       %01111    ;action button

    db xklf,      %11011    ;left 
    db xkrt,      %10111    ;right
    db xkup,      %11110    ;up 
    db xkdn,      %11101    ;down

    db xkret,     %0111����� @€L�«L�«LF«LR«L`«L�¬finL*ªL1ªL�¬Lá±L8ªLL« $-L–ªL�¬ L   ¨ayeLâ± keys start here

    db Lo©Lp©`  ` %`10`1    `le`t `
    L{©Lz©,       %101`1    ;right
    db "E",      

GINTRO#

    db $C5, yy+$80, $42, yy+$82, $C4, yy+$80, $43, yy+$82
    db $C3, yy+$80, $44, yy+$82, $C2, yy+$80, $45, yy+$82
    db $C1, yy+$80, $46, yy+$82, $C0, yy+$80, $47, yy+$82
    db $07, yy+$80, $00, yy+$83, $06, yy+$80, $01, yy+$83
    db $05, yy+$80, $02, yy+$83, $04, yy+$80, $03, yy+$83
    db $03, yy+$80, $04, yy+$83, $02, yy+$80, $05, yy+$83
    db $01, yy+$80, $06, yy+$83, $00, yy+$80, $07, yy+$83

L3A1B   db $83, yy+$85, $84, yy+$85, $82, yy+$85, $85, yy+$85
    db $81, yy+$85, $86, yy+$85, $80,

GASYS#

fifth player 
;---
PLAYERSO
    LDX PLYRID      ;left here: 0 to 3: Val,War,Wiz,Elf
    LDA PLYRCOLR,X      ;get the left hero's color
    STA COLP0       ;color of player 0
    LDA PLYRCOLR+4,X
    STA COLP1       ;color of player 1
    LDX PLYRID+1        ;right hero: 0 to 3: Val,War,Wiz,Elf
    LDA PLYRCOLR,X      ;get the right hero's color
    STA COLP2       ;color of player 2
    LDA PLYRCOLR+4,X
    STA COLP3       ;color of player 3
    LDA #$03        ;turn on players and missiles
    STA GRACTL      ;GRACTL
    LDA #high (PLAYERLO)    ;page for player/missile data
    STA PMBASE      ;PMBASE
    LDA #$31        ;P/M over playfields,5th player,3rd col
    STA GPRIOR      ;GPRIOR

  if atari
    LDY #$00        ;clear single line player/missile area
    TYA
L273x1:
    STA PLAYERLO+$300,Y
    STA PLAYERLO+$400,Y
    STA PLAYERLO+$500,Y
    STA PL

References#


  1. Computer Entertainer, April 1988, p. 14↩︎