Code for Lunar Lander

Copyright © 2024 J. M. Spivey
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;*********************************************************************
;
;	MOONLANDER FOR THE GT40 TERMINAL, FIRST VERSION.
;	LEM.090,	FEBRUARY 25, 1973	5:55 PM
;	WRITTEN BY JACK BURNESS.
;		FOR FANTASTIC PROGRAMS AT REASONABLE PRICES,
;		OR EXPERT CONSULTING DONE IN EVERY PHASE OF SYSTEM
;		DESIGN AND IMPLEMENTATION, WRITE
;			JACK BURNESS
;			P.O. BOX 411
;			MAYNARD, MASS.
;					01754
;*********************************************************************
	IN1=R0				;INPUT REGISTER FOR SUBROUTINE CALLING.
	IN2=R1				;SECOND VALUE.
	RET1=R2				;HIGH ORDER PORTION OF SUBROUTINE RETURN.
	RET2=R3				;LOW ORDER PORTION.
	TEMP=R4				;SCRATCH REGISTER.
	TEMP2=R5			;SECOND SCRATCH.
;
;	MAJOR DEFINITIONS FOR THE SYSTEM.
;
	CLKFRQ=50.			;FREQUENCY OF THE RUN TIME CLOCK.
	FIVESECONDS=300.		;DEFINE FIVE SECONDS WORTH OF TIME.
	CLKFDG=1500.			;CLKFRQ*25.
	CLKFG2=3000.			;CLKFRQ*50.
	CLKFG3=600.			;CLKFRQ*10.
	LKS=177546			;CLOCK ADDRESS.
	G=32.				;ACTUALLY 32.174 IN FUTURE CALCULATIONS.
	G1=16087.			;G*500
	G2=2670.			;MOON GRAVITY*500. (.166 EARTH'S).
	STATUS=177776			;WHERE STATUS IS LOCATED.
	DISTOP=173400			;THE DISPLAY STOP INSTRUCTION.
	SETSVM=106120			;INSTRUCTION TO SET SMALL VECTOR MODE.
	SETPNT=114000			;BASIC SET POINT INSTRUCTION.
	DISJMP=160000			;BASIC DISPLAY JUMP INSTRUCTION.
	DPC=172000			;DISPLAY PROGRAM COUNTER.
	DSR=172002			;DISPLAY STATUS REGISTER.
	XSR=172004			;X STATUS REGISTER.
	YSR=172006			;Y STATUS REGISTER.
	INT=40000			;INTENSITY BIT.
	LEFT=20000			;BIT TO SET FOR LEFT X IN LONG V
	DOWN=20000			;BIT TO SET FOR DOWN Y IN LONG VECTOR.
	OTHER=100			;BIT TO SET LEFT OR DOWN FOR SHORT MODE.
	INTTWO=200			;INTENSIFY BIT SHIFTED OVER.
	MINTRS=10.			;10% IS MIN. ROCKET WILL RUN AT.
	MAXTRS=10500.			;MAXIMUM THRUST OF ENGINE.
	EMPTY=14300.			;EMPTY WEIGHT OF SHIP (18200 DESCENT FUEL).
	FUELS=30000.			;INITIAL START QUANTITY OF FUEL.
	DX1=0.				;X POSITION FOR DATA MESSAGE.
	DX2=250.
	DX3=500.
	DX4=750.
	DY1=730.			;Y POSITION FOR DATA MESSAGE.
	DY2=730.
	DY3=730.
	DY4=730.
	ITEMX1=900.			;X POSITIONS FOR CHOICE OF DISPLAY.
	ITEMX2=ITEMX1
	ITEMX3=ITEMX1
	ITEMX4=ITEMX1
	ITEMX5=ITEMX1
	ITEMX6=ITEMX1
	ITEMX7=ITEMX1
	ITEMX8=ITEMX1
	ITEMX9=ITEMX1
	ITEMXT=ITEMX1
	ITEMXE=ITEMX1
	ITEMXS=ITEMX1
	ITEMDY=22.			;SET UP DELTA Y VALUES NOW.
	ITEMYS=5.			;DEFINE BOTTOM Y NOW.
	ITEMYE=ITEMYS+ITEMDY		;DEFINE ALL THE OTHER Y'S AS DELTA'S.
	ITEMYT=ITEMYE+ITEMDY
	ITEMY9=ITEMYT+ITEMDY
	ITEMY8=ITEMY9+ITEMDY
	ITEMY7=ITEMY8+ITEMDY
	ITEMY6=ITEMY7+ITEMDY
	ITEMY5=ITEMY6+ITEMDY
	ITEMY4=ITEMY5+ITEMDY
	ITEMY3=ITEMY4+ITEMDY
	ITEMY2=ITEMY3+ITEMDY
	ITEMY1=ITEMY2+ITEMDY
	SLFTAX=945.			;COORDINATES FOR THE TURNING ARROWS.
	SLFTAY=375.
	BLFTAX=945.
	BLFTAY=330.
	SRGTAX=955.
	SRGTAY=375.
	BRGTAX=955.
	BRGTAY=330.
	BARLX=947.			;LEFT EDGE OF THROTTLE BAR.
	BARBY=450.			;BOTTOM OF THE THROTTLE BAR.
	BARTY=700.			;TOP OF THE BAR.
	BARSIZ=250.			;LENGTH OF THE BAR.
	BARFDG=BARBY+25.		;ARITHEMENTIC FUDGE FACTOR.
	BARMXR=940.			;WHERE UNDERLINING IS TO START.
	BARMXL=43.+LEFT			;LENGTH OF UNDERLINE.
	BAREST=55.+LEFT			;WHERE TO POSITION FOR THE LEADING BLANKS.
	BARADD=13.			;AMOUNT TO ADD TO Y FOR UNDERLINE.
	.PAGE
;
;
;	MISC INFORMATION.
;	---- ------------
;		ALL VELOCITIES ARE SIGNED AND STORED IN TENTHS OF FEET PER SECOND.
;		ALL ACCELERATIONS ARE 500 TIMES ACTUAL.
;		THE HORIZONTAL AND VERTICAL DISTANCE IS IN FEET (SIGNED).
;		THE FUEL IS IN TENTHS OF POUNDS.
;		WEIGHT OF THE CRAFT IS IN POUNDS, AS IS THRUST.
;		ORIENTATION OF THE SHIP IS STRICTLY COMPASS (I.E. 
;		ZERO DEGREES IS AT THE TOP, 90 TO THE RIGHT, ETC.
;			M A I N   D A T A   A R E A .
;
TURN:	.WORD	0			;PRESENT RATE OF TURN AS SELECTED BY USER.
ANGLE:	.WORD	0			;ANGLE CURRENTLY BEING USED FOR TRIG CALCULATIONS.
ANGLER:	.WORD	0			;REMAINDER OF ANGLE FOR TURNING.
SINANG:	.WORD	0			;SINE OF THAT ANGLE
COSANG:	.WORD	0			;COSINE OF THAT ANGLE.
ACCEL:	.WORD	0			;CURRENT ACCEL OF SHIP CAUSED BY ROCKET.
HORACC:	.WORD	0			;CURRENT HORIZONTAL ACCELERATION.
VERACC:	.WORD	0			;CURRENT VERTICAL ACCELERATION (INCLUDING G).
HORVEL:	.WORD	0			;CURRENT HORIZONTAL VELOCITY>
HORREM:	.WORD	0			;REMAINDER OF HORIZONTAL VELOCITY AFTER DIVIDING.
VERVEL:	.WORD	0			;CURRENT VERTICAL VELOCTIY.
VERREM:	.WORD	0			;REMAINDER OF VERTICAL VELOCITY AFTER DIVIDING.
HORDIS:	.WORD	0			;CURRENT HORIZONTAL DISTANCE.
VERDIS:	.WORD	0			;CURRENT VERTICAL DISTANCE.
PERCNT:	.WORD	0			;% OF THRUST FROM LIGHT BAR.
OLDPER:	.WORD	0			;PREVIOUS % TO SAVE USELESS DISPLAY CALCULATION.
PERTRS:	.WORD	0			;% THRUST THE USER IS REQUESTING.
THRUST:	.WORD	0			;ACTUAL THRUST DELIVERED.
FUEL:	.WORD	0			;TENTHS OF # OF LBS (EARTH) OF FUEL REMIANING.
WEIGHT:	.WORD	0			;CURRENT EARTH WEIGHT OF SHIP.
TICKS:	.WORD	0			;# OF TICKS. MOVED OVER TO CLOCK.
CLOCK:	.WORD	0			;# OF CLOCK TICKS SINCE LAST CALCULATION.
TIME:	.WORD	0			;ACCUMULATION OF "CLOCK". I.E. TOD.
BIGXCT:	.WORD	0			;PRESENT POSITION OF SHIP (X RASTOR).
LEFTED:	.WORD	0			;LEFT EDGE OF SCREEN FOR CLOSEUP WORK (DELTA X).
LEFEET:	.WORD	0			;DISTANCE FROM LANDING THAT LEFTEDGE IS DURING CLOSEUP.
INDEXL:	.WORD	0			;INDEX FOR FEATURE JUST TO LEFT OF SHIP.
AVERT:	.WORD	0			;AVERAGE RASTOR HEIGHT OF TERAIN.
AVERY:	.WORD	0			;AVERAGE Y HEIGHT OF THE TERRAIN.
RADARY:	.WORD	0			;AVERAGE RADAR HEIGHT ABOVE THE TERRAIN.
LASTX:	.WORD	0			;USED TO KEEP TRACK OF WHERE DRAW WAS WORKING.
LASTY:	.WORD	0			;SAME FOR Y.
LOWY:	.WORD	0			;LOWER LIMIT TO SHOW INVISIBLE VECTOR.
LOWEST:	.WORD	0			;LOWEST Y COORDINATE OF PRESENT SCREEN FIGURE.
SAVEY:	.WORD	0			;LOWEST Y OF LAST DRAWN SHIP.
FRAND:	.WORD	0			;RANDOMIZER WORD FOR ROCKET FLICKER.
FSHIFT:	.WORD	0			;X SHIFTER FOR FLAME.
FINT:	.WORD	0			;INTENSITY OF FLAME.
FLINE:	.WORD	0			;LINE TYPE FOR FLAME.
SHIPTP:	.WORD	0			;FLIP-FLOP TO DETERMINE WHICH BUFFER
					;THE USER IS DISPLAYING SHIP FROM.
DNUM:	.WORD	0			;CURRENT PICTURE WE ARE DISPALYING.
DSTACK:	.WORD	STACKD			;CURRENT DISPLAY STACK POINTER.
LPFLG1:	.WORD	0			;CURRENT ADDRESS OF VALUE TO BE DISPLAYED.
OLDHIT:	.WORD	0			;PREVIOUS LIGHT PEN ADDRESS COUNTER TO
HITCNT:	.WORD	0			;AVOID SPURIOUS HITS.
MOON:	.WORD	.			;CURRENT STATUS OF PICTURE OF MOON.
DRAWCT:	.WORD	0			;COUNTER FOR DRAWING THE MOON.
DRAWTY:	.WORD	0			;LOCAL COUNTER FOR CHANGING THE INTENSITY OF
DRAWTZ:	.WORD	0			;THE SURFACE OF THE MOON.
DINT:	.WORD	0
DTYPE:	.WORD	0
DFUDGE:	.WORD	0			;ADDITIONAL MOON FUDGING FOR CLOSEUP.
XTYPE:	.WORD	0			;THIS IS THE RANDOMIZING WORD FOR
RADIUS:	.WORD	0			;THE EXPLOSION, AND THE BLAST RADIUS.
DUSTX:	.WORD	.			;A RANDOM WORD FOR GENERATING DUST.
	.=.+40				; -- RESERVE 40 OCTAL WORDS FOR STACK
STACKD:					;MAKE SURE THAT THERE IS ENOUGH SPACE FOR IT.
	.PAGE
;				C  O  D  E
;				-  -  -  -
;			   START OF THE SYSTEM.
START:	RESET				; DO A FEW HEAVY RESETS
	RESET
;
;		INSTALL THE NEW VECTORS
;
	MOV	#POWERF,24		; PWR FAIL VECTOR
	MOV	#340,26
	MOV	#KBDINT,60		; KEYBOARD
	MOV	#340,62
	MOV	#TIMER,100		; LINE CLOCK
	MOV	#300,102
	MOV	#DISPLY,320		; VT-11
	MOV	#200,322
	MOV	#LIGHT,324
	MOV	#200,326
	MOV	#DBUSE,330
	MOV	#340,332
;
;		DISPLAY THE STARTING MESSAGE (ONCE)
;
	MOV	#STACK,SP
	MOV	#STARTM,DPC
	MOV	#100,177560		; ENABLE KBD INTERRUPTS
	MOV	#100,LKS		; ENABLE LINE CLOCK
	JSR	PC,DELAY		; WAIT 10 SECS AND GET STARTED
	.WORD	10.
;
;		ONCE STARTED, ALL RESTARTS OCCUR HERE
;
RESTAR:	MOV	#MOONST,IN1		;NOW SET THE MOON AREA TO ALL DISTOP'S
	MOV	#MOONEN,IN2		;FOLLOWED BY A ZERO. GET LOC TO GET COUNT.
	SUB	IN1,IN2			;AND GET # OF BYTES.
	ASR	IN2			;GET NUMBER OF WORDS TO CLEAR.
	ASR	IN2			;GET NUMBER OF DOUBLE WORDS TO CLEAR.
RESTL1:	MOV	#DISTOP,(IN1)+		;PUT IN THE DISPLAY STOP INSTRUCTIONS NOW.
	CLR	(IN1)+
	DEC	IN2
	BGT	RESTL1			;AND LOOP TILL DONE.
	CLR	STATUS			;CLEAR CPU STUFF.
	MOV	#STACK,SP		;SET UP THE STACK POINTER NOW.
	MOV	#INIT,IN1		;INITIALIZE THE SYSTEM NOW.
STARTL:	MOV	(IN1)+,IN2		;PICK UP NEXT COMMAND.
	BEQ	IDLE			;ZERO. ALL DONE.
	MOV	(IN1)+,(IN2)		;DO COMMAND NOW.
	BR	STARTL			;AND LOOP FOREVER.
;
;		THIS IS THE MAIN WAIT POINT. IT IS
;		ACTIVATED IN THE NORMAL RUNNING MODE.
;		SUBROUTINE "EIDLE" CAN BE CALLED WHEN
;		IT IS TIME TO BLAST OFF FROM THE MOON
;		AFTER GETTING A HAMBURGER.
;
IDLE:	JSR	PC,EIDLE		;WAIT FOR AN EVENT.
	BR	IDLE			;AND LOOP FOREVER.
EIDLE:	WAIT				;WAIT FOR AN INTERUPT TO OCCUR.
1$:	CMP	TICKS,#5		;WAIT FOR CLOCK ON THE 40AND 45
	BLT	1$
	MOV	TICKS,IN1		;PICK UP THE NUMBER OF CLOCK TICKS NOW.
	BEQ	EXIDLE			;IF NONE, JUST EXIT.
	CLR	TICKS			;ELSE RESET THE LITTLE TICK COUNTER.
	MOV	IN1,CLOCK		;AND THEN PUT THE # OF TICKS AWAY FOR CALCULATIONS.
	JSR	PC,SHOWSP		;DO CALCULATIONS.
EXIDLE:	RTS	PC			;AND THEN RETURN TO CALLER.
	.PAGE
;
;		THE INITIALIZATION CRAP.
;
INIT:	.WORD	TURN,-1.
	.WORD	ANGLE,-70.
	.WORD	ANGLER,0
	.WORD	HORREM,0
	.WORD	VERREM,0
	.WORD	HORVEL,10000.
	.WORD	VERVEL,-5000.
	.WORD	HORDIS,-22000.
	.WORD	VERDIS,23000.
	.WORD	PERCNT,75.
	.WORD	LPBARY,BARFDG+150.
	.WORD	OLDPER,-1.
	.WORD	FUEL,FUELS
	.WORD	TIME,0
	.WORD	CLOCK,0
	.WORD	TICKS,0
	.WORD	LOWY,0
	.WORD	DNUM,0
	.WORD	DSTACK,STACKD
	.WORD	STACKD,DTOP
	.WORD	LPFLG1,0
	.WORD	MOON,.
	.WORD	DPC,ITEME1
	.WORD	LKS,100
	.WORD	FSUBC,0
	.WORD	SHIPDP,0
	.WORD	MOONGO,0
	.WORD	SYSMES,0
	.WORD	DUSTON,0
	.WORD	DIALTB,ITEME1
	.WORD	DIALTB+2,ITEME3
	.WORD	DIALTB+4,ITEME8
	.WORD	DIALTB+6,ITEME9
	.WORD	ITEME1+2,117560
	.WORD	ITEME2+2,117560
	.WORD	ITEME3+2,117560
	.WORD	ITEME4+2,117560
	.WORD	ITEME5+2,117560
	.WORD	ITEME6+2,117560
	.WORD	ITEME7+2,117560
	.WORD	ITEME8+2,117560
	.WORD	ITEME9+2,117560
	.WORD	ITEMET+2,117560
	.WORD	ITEMEE+2,117560
	.WORD	ITEMES+2,117560
	.WORD	OLDHIT,.
	.WORD	HITCNT,10.
	.WORD	LPSW,DISTOP
	.WORD	0
	.PAGE
;
;		GO HERE IF THERE IS ANY ACTION FROM THE KEYBOARD
;
KBDINT:	RESET
	RTI
	.PAGE
;
;			POWER FAIL ROUTINES HERE.
;
POWERF:	MOV	#STACKD,DSTACK		;SET UP ALL THE STACKS NOW.
	MOV	#DTOP,STACKD
	CLR	DNUM
	MOV	#ITEME1,DPC		;THE DISPLAY IS GOING NOW.
	MOV	#100,LKS		;SO IS THE CLOCK.
	MOV	#STACK,SP		;NOW SO IS THE PROGRAM.
	CLR	STATUS
	JMP	IDLE			;AND REENTER.
;
;			DISPLAY BUS ERROR ROUTINES.
;
DBUSE:	CLR	DNUM			;RECYCLE DISPLAY TO THE TOP OF THE LIST.
	MOV	IN1,-(SP)		;MAKE IT LOOK LIKE A NORMAL INTERUPT.
	MOV	IN2,-(SP)
	MOV	#DITEM1,IN2
	JMP	DTOPOK			;AND REENTER IT NOW.
	.PAGE
;
;	THIS ROUTINE WILL DRAW THE SHIP RELATIVE TO IT'S CENTER.
;	THE ANGLES HAVE ALREADY BEEN GOTTEN FROM SOMEWHERE
;	ELSE AND HAVE BEEN LEFT IN COSANG AND SINANG. IN ADDITION,
;	IN1 POINTS TO THE COMMANDS ON HOW TO DRAW THE SHIP, AND IN2
;	POINTS TO WHERE TO LEAVE THEM.
;	COMMAND LIST OF THE THE FORM:
;		"ADDRESS OF ROUTINE"
;		"EXTRA DATA, IF NEEDED".
;	IF IT'S A DATA POINT TO BE ROTATED, THEN THE NEXT WORD
;	HAS THE X AND Y VALUES AS SEPARATE BYTES. THE X VALUE
;	IS THE BYTE ON THE RIGHT....... REMEMBER THAT.
;
DRAW:	MOV	IN1,TEMP		;MOVE OVER THE INPUT LIST POINTER.
	MOV	IN2,TEMP2		;AND THE OUTPUT LIST POINTER.
	CLR	LASTX			;SET TO CENTER OF OBJECT.
	CLR	LASTY
	MOV	#77777,LOWEST		;SET UP LOWEST POINT WE HAVE DRAWN SO FAR.
DRAWLP:	MOV	(TEMP)+,PC		;GO TO FIRST INSTRUCTION.
DRAWIS:	CLR	-(SP)			;DRAW INVISIBLE SHORT.
	JSR	PC,DRAWRT		;ROTATE NEXT SET OF POINTS.
	BR	DRAWSC			;AND THEN INSERT THEM INTO LIST.
DRAWVS:	MOV	#40000,-(SP)		;DRAW VISIBLE SHORT.
	JSR	PC,DRAWRT		;ROTATE RETURNS X IN RET1, Y IN RET2.
	CMP	LASTY,LOWY		;SEE IF THIS LINE SHOULD BE DRAWN.
	BGE	DRAWV1			;YEP.
	CLR	(SP)			;NOPE. CLEAR OUT DISPLAY BIT.
	BR	DRAWSC
DRAWV1:	CMP	RET2,LOWY		;CHECK OTHER END NOW.
	BGE	DRAWSC			;IT'S ALSO OK.
	CLR	(SP)			;ELSE CLEAR THE DISPLAY BIT.
DRAWSC:	MOV	RET1,IN1		;MOVE OVER X.
	SUB	LASTX,RET1		;FIGURE OUT DELTA X.
	BPL	DRAWS1			;IF POSITIVE, OK. ELSE 
	NEG	RET1			;REVERSE SIGN AND SET MINUS BITS.
	BIS	#20000,(SP)		;IN THE NEW SHORT VECTOR COMMAND.
DRAWS1:	BIC	#-100,RET1		;REMOVE STRAY BITS (IF ANY).
	SWAB	RET1			;GET INTO CORRECT POSITION.
	ROR	RET1
	MOV	IN1,LASTX		;AND FINALLY UPDATE THE NEW X POSITION.
	MOV	RET2,IN2		;AND NOW DO SAME THING WITH THE Y.
	SUB	LASTY,RET2
	BPL	DRAWS2
	NEG	RET2
	BIS	#100,(SP)
DRAWS2:	BIC	#-100,RET2
	MOV	IN2,LASTY		;UPDATE THE NEW Y NOW.
	CMP	IN2,LOWEST		;SEE IF PRESENT Y IS LOWEST POINT ON SCREEN.
	BGE	DRAWNL			;NOT LOWEST.
	MOV	IN2,LOWEST		;IF LOWEST, REMEMBER IT.
DRAWNL:	BIS	RET1,RET2		;NOW CREATE THE NEW INSTRUCTION.
	BIS	(SP)+,RET2
	MOV	RET2,(TEMP2)+		;AND STORE IT AWAY.
	BR	DRAWLP			;AND FINALLY LOOP AROUND AGAIN.
DRAWIN:	MOV	(TEMP)+,(TEMP2)+	;THIS MOVES OVER ONE WORD.
	BR	DRAWLP
DRAWDN:	MOV	#DISTOP,(TEMP2)+	;THIS TERMINATES THE PICTURE
	CLR	(TEMP2)+		;AND WILL CAUSE THE SUBROUTINE TO EXIT.
	RTS	PC
	.PAGE
;
;	THIS ROTATES THE X AND Y BYTE. (TEMP) POINTS TO THE X.
;
DRAWRT:	MOVB	(TEMP)+,IN1		;PICK UP THE X.
	MOV	SINANG,IN2
	JSR	PC,TRGMUL		;MULTIPLY THEM.
	MOV	RET1,-(SP)		;AND SAVE X*SINANG.
	MOVB	(TEMP),IN1		;PICK UP THE Y.
	MOV	COSANG,IN2
	JSR	PC,TRGMUL		;MULTIPLY THEM OUT.
	SUB	RET1,(SP)		;X*SINANG-Y*COSANG (WE'LL REVERSE SIGNS LATER.
	MOVB	-1(TEMP),IN1		;PICK UP THE X AGAIN.
	MOV	COSANG,IN2
	JSR	PC,TRGMUL		;X*COSANG
	MOV	RET1,-(SP)
	MOVB	(TEMP)+,IN1		;Y ONCE AGAIN.
	MOV	SINANG,IN2
	JSR	PC,TRGMUL		;Y*SINE
	ADD	(SP)+,RET1		;X*COS+Y*SIN
	MOV	(SP)+,RET2		;X*SIN-Y*COS
	NEG	RET2			;Y*COS-X*SIN
	RTS	PC			;AND EXIT NOW.
	.PAGE
;
;	THIS ROUTINE FIGURES OUT THE ACCELERATION OF THE SHIP AND
;	THE AMOUNT OF FUEL REMAINING.
;
ROCKET:	TST	FUEL			;SEE HOW MUCH FUEL WE HAVE ON BOARD NOW.
	BEQ	ROCKOFF			;NONE. TURN OFF THE ENGINE.
	MOV	PERTRS,IN1		;PICK UP THE PERCENT THROTTLE NOW.
	MOV	#MAXTRS,IN2		;GET THE MAXIMUM THRUST NOW.
	JSR	PC,MULTWO		;GET PER CENT * MAXTHRUST.
	MOV	#100.,IN1		;GET %*MAXIMUM THRUST /100.
	JSR	PC,DIVTWO
	MOV	RET2,THRUST		;SAVE IT AWAY NOW.
	MOV	RET2,IN2
	MOV	CLOCK,IN1		;PICK UP NUMBER OF CLOCK TICKS.
	JSR	PC,MULTWO
	MOV	#CLKFDG,IN1		;PICK UP FREQUENCY*25.
	JSR	PC,DIVTWO		;APPROX. 250LBS FUEL PER LB THRUST.
	SUB	FUEL,RET2		;NOW SUBTRACT OFF REMAINING FUEL.
	BMI	FUELOK			;IF NEGATIVE, THEN THE FUEL IS OK.
	CLR	RET2			;ELSE MAKE SURE TOTAL IS ZERO.
	MOV	#DISTOP,LPSW		;STOP THE LOW FUEL MESSAGE NOW.
	BR	FUELKO			;HE'S GOT NONE LEFT.
FUELOK:	NEG	RET2			;GET FUEL LEFT
	TST	LPSW			;SEE IF FUEL IS ALREADY LOW.
	BEQ	FUELKO			;IT IS.
	CMP	RET2,#2000.		;SEE IF UNDER 200 POUNDS.
	BGE	FUELKO			;NO. STILL OK.
	CLR	LPSW			;ELSE CLEAR THE SWITCH NOW.
	BIS	#0,DSR			;AND RING THE BELL <ONCE ONLY>
FUELKO:	MOV	RET2,FUEL		;AND SAVE IT AWAY.
	CLR	RET1			;NOW DIVIDE BY 10 TO CONVERT
	MOV	#10.,IN1		;TENTHS OF POUNDS TO POUNDS.
	JSR	PC,DIVTWO		;DO DIVISION NOW.
	ADD	#EMPTY,RET2		;ADD IN EMPTY WEIGHT OF SHIP.
	MOV	RET2,WEIGHT		;AND SAVE AWAY NOW.
	MOV	THRUST,IN1		;FIGURE OUT ACCELERATION NOW.
	MOV	#G1,IN2
	JSR	PC,MULTWO
	MOV	TEMP,IN1		;NOW DIVIDE BY WEIGHT.
	JSR	PC,DIVTWO
	MOV	RET2,ACCEL		;AND SAVE THIS AWAY. A=TRS*G/W
	MOV	RET2,IN1
	MOV	SINANG,IN2		;GET HORIZONTAL  ACCELERATION.
	JSR	PC,TRGMUL
	MOV	RET1,HORACC
	MOV	ACCEL,IN1		;AND GET THE VERTICAL ACCELERATION.
	MOV	COSANG,IN2
	JSR	PC,TRGMUL
	SUB	#G2,RET1		;DON'T FORGET ABOUT THE LUNAR GRAVITY.
	MOV	RET1,VERACC
	RTS	PC			;AND RETURN NOW.
ROCKOF:	MOV	#DISTOP,LPSW		;TURN OFF LOW FUEL MESSAGE WHEN OUT.
	CLR	THRUST			;IF ROCKET IS OFF, TURN OFF THRUST.
	MOV	#EMPTY,WEIGHT		;UPDATE WEIGHT OF THE ROCKET NOW.
	ADD	FUEL,WEIGHT
	CLR	ACCEL			;CLEAR THE ROCKET'S ACCELERATION'S NOW.
	CLR	HORACC
	MOV	#-G2,VERACC		;SET ROCKET TO FREE FALL.
	RTS	PC			;AND RETURN NOW.
	.PAGE
;
;	THIS ROUTINE WILL DRAW THE THRUST OF THE ROCKET, BASED ON
;	THE AMOUNT OF FUEL THAT IS BEING CONSUMED.
;
FLAME:	MOV	IN1,IN2			;MOVE OVER WHERE TO LEAVE FLAME.
	MOV	PERTRS,TEMP		;PICK UP THE PERCENTAGE THRUST NOW.
	ASR	TEMP			;DIVDE BY EIGHT FOR THE TABLE LOOKUP.
	ASR	TEMP
	ASR	TEMP
	MOVB	YTHRST(TEMP),RET1	;PICK UP THE Y LENGTH.
	INC	FRAND			;INCREMENT TO NEXT FLAME DIS@PLACEMENT.
	MOV	FRAND,RET2
	BIC	#-40,RET2		;JUST THIRTY TWO VALUES POSSIBLE.
	MOVB	YUPDWN(RET2),RET2	;PICK UP FLAME DISPLACEMENT.
	ADD	RET2,RET1		;ADD THEM TOGETHER.
	ADD	RET1,FSHIFT		;FIX UP HORIZONTAL FLICKER NOW.
	MOV	FSHIFT,RET2
	BIC	#-4,RET2		;JUST 0 TO 3.
	MOV	#FLEN,TEMP		;PICK UP #OF POINTS TO DO.
	MOV	#FLAMXS,TEMP2		;PICK UP POINTER TO WHERE TO INSERT.
	ADD	#FLAMBT,RET2		;LET RET2 POINT TO THE BYTE X TABLE.
FLAMLP:	MOVB	(RET2)+,(TEMP2)+	;INSERT X VALUE NOW.
	MOVB	RET1,(TEMP2)+		;INSERT THE Y VALUE.
	ADD	#6,TEMP2		;UPDATE PAST COMMANDS.
	DEC	TEMP			;AND LOOP TILL DONE.
	BGT	FLAMLP
	INC	FLINE			;INCREMENT THE LINE TYPE NOW.
	BIC	#-4,FLINE
	ADD	#600,FINT		;AND THE INTENSITY NOW.
	BIC	#176177,FINT		;AND MAKE JUST SEVEN BITS.
	MOV	#106124,FLAMEX		;SET UP PROTOTYPE COMMAND.
	BIS	FLINE,FLAMEX		;AND MOVE OVER THE DATA.
	BIS	FINT,FLAMEX
	MOV	#FLAMDO,IN1		;FINALLY SET UP THE POINTER.
	JMP	DRAW			;AND DRAW THE FIGURE, AND RETURN
	.PAGE
;
;	THIS ROUTINE GETS THE SINE AND COSINE FROM THE TABLES.
;
TRIG:	MOV	ANGLE,IN1		;PICK UP THE ANGLE NOW.
	BPL	TRIG2			;POSITIVE. SEE IF >180.
TRIG1:	CMP	IN1,#-180.		;NEGATIVE. SEE IF BELOW -180.
	BGT	TRIG3			;>-180. IT'S OK.
	ADD	#360.,IN1		;TOO SMALL. FUDGE IT AND LOOP.
	BPL	TRIG3			;IF STILL NEGATIVE. ELSE IT'S OK.
	BR	TRIG1
TRIG2:	CMP	IN1,#180.		;POSITIVE. SEE IF IT'S >180.
	BLE	TRIG3			;NOPE. IT'S OK.
	SUB	#360.,IN1		;DECREMENT BY ONE REVOLUTION
	BMI	TRIG2			;AND LOOP IF IT'S STILL TO BIG.
TRIG3:	MOV	IN1,ANGLE		;AND NOW SAVE IT AWAY AGAIN.
	BPL	TRIG4			;CONVERT TO A GOOD COMPASS NOTATION.
	ADD	#360.,IN1		;ELSE WRAP AROUND ONCE.
TRIG4:	ASL	IN1			;SHIFT IT LEFT BECAUSE IT'S NECESSARY.
	MOV	SINTAB(IN1),SINANG	;NOW GET THE NECESSARY CONSTANTS.
	CMP	IN1,#540.		;SEE IF GREATER THEN 269 DEGREES.
	BLT	TRIG5			;NO. IT'S ALRIGHT.
	SUB	#720.,IN1		;TOO BIG. WRAP IT AROUND.
TRIG5:	MOV	COSTAB(IN1),COSANG	;NOW MOVE OVER THE COSINE.
	RTS	PC			;AND RETURN WHEN DONE.
	.PAGE
;
;	THIS ROUTINE FIGURES OUT WHERE THE SHIP IS IN RELATIONSHIP TO THE MOON.
;
WHERE:	MOV	HORACC,IN2		;PICK UP THE X ACCEL.
	BPL	WH1			;IF POSITIVE, FINE.
	NEG	IN2			;ELSE NEGATE IT FOR A SECOND.
WH1:	MOV	CLOCK,IN1		;PICK UP ELAPSED TIME NOW.
	JSR	PC,MULTWO		;MULTIPLY THEM TOGETHER.
	MOV	#CLKFG2,IN1		;PICK UP TIMER FUDGE.
	JSR	PC,DIVTWO		;AND DIVIDE IT OUT NOW.
	TST	HORACC			;GET ORIGINAL SIGN OF X.
	BPL	WH2
	NEG	RET2
WH2:	MOV	RET2,RET1		;MOVE OVER A*T
	ASR	RET2			;GET .5*A*T
	ADD	HORVEL,RET2		;GET V0+.5*A*T
	ADD	RET1,HORVEL		;UPDATE THE HORIZONTAL VELOCITY NOW.
	MOV	RET2,-(SP)		;SAVE SIGN OF VELOCITY FOR TEST LATER.
	MOV	RET2,IN2		;VEL IN FPS*10
	BPL	WH3
	NEG	IN2
WH3:	MOV	CLOCK,IN1		;NOW GET THE DISTANCE COVERED.
	JSR	PC,MULTWO
	MOV	#CLKFG3,IN1
	ADD	HORREM,RET2		;BRING BACK THE REMAINDER FROM PREVIOUS OPERATIONS.
	ADC	RET1			;AND DON'T FORGET THE CARRY.
	JSR	PC,DIVTWO		;ACTUAL DISTANCE COVERED.
	TST	(SP)+			;RECALL OLD SIGN OF VELOCITY.
	BPL	WH4
	NEG	RET2
WH4:	ADD	RET2,HORDIS		;UPDATE THE DISTANCE NOW.
	MOV	RET1,HORREM		;AND SAVE THE REMAINDER NOW.
	MOV	VERACC,IN2		;NOW DO THE UP AND DOWN PART.
	BPL	WH5			;SAME SORT OF CRAP FOR THE Y.
	NEG	IN2
WH5:	MOV	CLOCK,IN1
	JSR	PC,MULTWO
	MOV	#CLKFG2,IN1
	JSR	PC,DIVTWO
	TST	VERACC
	BPL	WH6
	NEG	RET2
WH6:	MOV	RET2,RET1
	ASR	RET2
	ADD	VERVEL,RET2
	ADD	RET1,VERVEL
	MOV	RET2,-(SP)		;SAVE SIGN FOR LATER USE.
	MOV	RET2,IN2
	BPL	WH7
	NEG	IN2
WH7:	MOV	CLOCK,IN1
	JSR	PC,MULTWO
	MOV	#CLKFG3,IN1
	ADD	VERREM,RET2		;ADD IN PREVIOUS REMAINDER NOW.
	ADC	RET1			;AND FIDDLE IT ACCROSS.
	JSR	PC,DIVTWO
	TST	(SP)+
	BPL	WH8
	NEG	RET2
WH8:	ADD	RET2,VERDIS
	MOV	RET1,VERREM		;AND SAVE THE REMAINDER NOW.
	RTS	PC
	.PAGE
;
;		THIS SECTION WILL FIGURE OUT THE POSITION OF THE
;	LUNAR MODULE AND WHICH VEIW TO USE.
;
SHOWSP:	MOV	#-64.,LOWY		;SET UP ABORT LIMIT OUT OF RANGE.
	MOV	TURN,TEMP2		;PICK UP THE RATE OF TURN.
	CLR	TURN			;AND TURN IT OFF NOW.
	MOV	CLOCK,IN1		;PICK UP THE NUMBER OF CLOCK TICKS.
	MOV	TEMP2,IN2		;AND MOVE OVER THE RATE OF TURN.
	BPL	SHOWP1			;IF POSITIVE, THEN OK,
	NEG	IN2			;ELSE NEGATE IT.
SHOWP1:	JSR	PC,MULTWO		;MULTIPLY THEM TOGETHER.
	MOV	#CLKFRQ,IN1		;AND THEN GET ACTUAL # OF DEGREES OF TURN.
	ADD	ANGLER,RET2		;DON'T FORGET TO ADD IN THE REMAINDER NOW.
	ADC	RET1			;AND THE CARRY, ALSO.
	JSR	PC,DIVTWO
	TST	TEMP2			;AND FINALLY SET TO THE CORRECT SIGN.
	BPL	SHOWP2
	NEG	RET2
SHOWP2:	ADD	RET2,ANGLE		;UPDATE THE ANGLE NOW.
	MOV	RET1,ANGLER		;SAVE THE REMAINDER NOW.
	JSR	PC,TRIG			;AND GET NEW SINES AND COSINES.
	ADD	#2,SHIPTP		;GET WHICH SHIP'S
	MOV	SHIPTP,IN2		;BUFFER TO USE.
	BIC	#-3,IN2			;SO WE HAVE NO PROBLEMS.
	MOV	SHIPLC(IN2),IN2		;AND SET UP CALL.
	MOV	#DESIGN,IN1		;SET UP SHIP'S DESIGN.
	MOV	IN2,-(SP)		;REMEMBER THE BUFFER FOR LATER USE.
	JSR	PC,DRAW			;AND DRAW IT NOW.
	MOV	(SP)+,SHIPDP		;AND FINALLY MOVE OVER BUFFER POINTER TO CALL.
	MOV	LOWEST,SAVEY		;AND FINALLY SAVE THE LOWEST Y DRAWN.
SHOWNT:	MOV	PERCNT,PERTRS		;PICK UP THE PRESENT FUEL SETTING.
	JSR	PC,ROCKET		;FIGURE OUT ROCKET COMPONENTS.
	JSR	PC,WHERE		;AND NOW FIGURE OUT WHERE WE ARE ON MOON.
	MOV	HORDIS,TEMP		;PICK UP X IN FEET.
	ADD	#22400.,TEMP		;FUDGE UP DOWNRANGE CALCULATION.
	ASR	TEMP			;32 FEET PER RASTOR ON BIG SCALE.
	ASR	TEMP
	ASR	TEMP
	ASR	TEMP
	ASR	TEMP
	MOV	TEMP,BIGXCT		;AND SAVE AWAY FOR LATER USE.
	MOV	TEMP,TEMP2
	ASL	TEMP			;NOW GET THE CURRENT RADAR HEIGHT.
	ADD	#TERAIN,TEMP
	MOV	(TEMP)+,IN1		;LEFT TERAIN.
	ADD	(TEMP),IN1		;RIGHT TERAIN.
	ASR	IN1			;AVERAGE IT OUT.
	MOV	IN1,AVERY		;AND SAVE IT AWAY.
	SUB	VERDIS,IN1		;AND NOW GET THE RADAR HEIGHT.
	NEG	IN1
	MOV	IN1,RADARY		;RADAR HEIGHT IS NOW CALCULATED.
	TST	THRUST			;NOW SEE ABOUT THE ROCKET FLAME.
	BLE	NOFLAM			;NO THRUST=NO FLAME.
	MOV	#FLAMIN,IN1		;THIS IS WHERE TO LEAVE THE FLAME.
	JSR	PC,FLAME		;GO DRAW THE FLAME NOW.
	MOV	#FLAMIN,FSUBC		;AND TURN ON THE FLAME AGAIN.
	BR	YSFLAM			;AND LEAVE FLAME ON.
NOFLAM:	CLR	FSUBC			;IF NO THRUST, TURN OF ROCKET.
YSFLAM:	MOV	BIGXCT,TEMP		;PICK UP X POSITION NOW.
	BMI	OFFLFT			;WE'RE OFF TO THE LEFT.
	CMP	TEMP,#10.
	BLE	OFFLFT			;WE ARE STILL OFF TO THE LEFT.
	CMP	TEMP,#890.
	BGE	OFFRGT			;SEE IF WE ARE TOO FAR TO THE RIGHT.
	MOV	VERDIS,TEMP		;WE SEEM TO BE OK. HOW ABOUT HEIGHT.
	BMI	CLSEUP			;IF MINUS, GO INTO CLOSEUP MODE.
	CMP	TEMP,#25000.		;IF OFF TOP, GIVE MESSAGE.
	BGE	OFFTOP
	CMP	TEMP,#450.		;SEE IF WE SHOULD MAGNIFY.
	BLE	CLSEUP			;YES. MAGNIFY.
	MOV	BIGXCT,SHOWX		;ELSE ESTABLISH THE Y COORDINATE.
	ASR	TEMP			;NOW SCALE DOWN THE VERTICAL DISTANCE.
	ASR	TEMP
	ASR	TEMP
	ASR	TEMP
	ASR	TEMP			;32 FEET PER RASTOR AT THIS RANGE.
	ADD	#43.,TEMP		;UPDATE
	MOV	TEMP,SHOWY
	TST	MOON			;IS MOON DRAWN.
	BEQ	SHWMN1			;YES.
	JSR	PC,DRAWM1		;NO.
	CLR	MOON			;RESET FLAG.
SHWMN1:	JSR	PC,DIAL			;DISPLAY THE DIALS NOW.
	MOV	RADARY,TEMP
	SUB	#16.,TEMP		;FIX FOR CENTER OF THE SHIP.
	BPL	SHWOUT			;IT'S OK.
	MOV	#640.,IN1		;NOT OK. WE'VE CRASHED. BIG DISTORTION.
	JSR	PC,ALTER		;ALTER MOON NOW.
	MOV	SP,MOON			;INDICATE THAT WE'VE ALTERED THE MOON.
	JSR	PC,DRAWM1		;NOW REDRAW IT.
	CLR	MOON			;AND REMEMBER THAT WE'VE REDRAWN IT.
	JSR	PC,EXPLOD		;GIVE AN EXPLOSION.
SHWOUT:	RTS	PC			;AND RETURN NOW.
	.PAGE
;
;		OFF SCREEN ROUTINES GO HERE......
;
OFFLFT:	MOV	#13.,IN1		;PICK UP A NEW X NOW.
	MOV	#LFTMSG,IN2		;AND PICK UP A MESSAGE NOW.
	BR	OFFCOM			;AND DO THE COMMON ROUTINES NOW.
OFFRGT:	MOV	#887.,IN1		;A RIGHT X VALUE.
	MOV	#RGTMSG,IN2
	BR	OFFCOM			;SAME CRAP.
OFFTOP:	MOV	TEMP,IN1		;PRESENT X VALUE.
	MOV	#TOPMSG,IN2		;TOP MESSAGE.
OFFCOM:	ASL	IN1			;GET A NEW HORDISTANCE.
	ASL	IN1
	ASL	IN1
	ASL	IN1
	ASL	IN1
	SUB	#22400.,IN1
	MOV	IN1,HORDIS		;SET DISTANCE.
	MOV	IN2,SYSMES		;SET MESSAGE NOW.
	CLR	FUEL			;TURN OFF FUEL NOW.
	CLR	HORVEL			;CLEAR SIDEWAYS MOTION.
	MOV	VERDIS,RET2		;PICK UP VERTICAL DISTANCE NOW.
	ASR	RET2			;DIVIDE BY 4 TO GET A REASONALBE SPEED.
	ASR	RET2
	BMI	OFFCMD			;IF GOING DOWN, WE ARE OK.
	NEG	RET2			;ELSE MAKE US GO DOWN.
OFFCMD:	MOV	RET2,VERVEL		;AND SAVE IT AWAY NOW.
	JMP	SHOWSP			;AND RELOOP AND REDISPLAY SHIP NOW.
	.PAGE
;
;		THIS ROUTINE WILL DRAW THE CLOSEUP PICTURES OF
;		THE MOON, WHEN THEY BECOME NECESSARY. RETURN GOES
;		BACK TO IDLE VIA THE OLD PC ON THE STACK
;		<OR IT SHOULD, ANYWAY.>.
;
CLSEUP:	CMP	MOON,(SP)		;SEE IF WE HAVE THE MOON IN SIGHT.
	BEQ	CLSEC1			;YES.
	MOV	BIGXCT,IN1		;NO. GET CURRENT RASTOR POSITION.
	SUB	#9.,IN1			;NOW SET A GOOD LEFT EDGE.
CLSEFG:	MOV	IN1,LEFTEDGE		;LEFT EDGE ESTABLISHED NOW.
	ASL	IN1			;NOW CONVERT EDGE TO FEET.
	ASL	IN1
	ASL	IN1
	ASL	IN1
	ASL	IN1
	SUB	#22400.,IN1
	MOV	IN1,LEFEET		;AND SAVE THAT AWAY.
	JSR	PC,DRAWM2		;DRAW A CLOSE-UP OF THE MOON NOW.
	MOV	(SP),MOON		;SET FLAG TO INDICATE WE HAVE DONE SO.
	MOV	HORDIS,IN1		;PICK UP THE HORIZONTAL POSITION NOW.
	SUB	LEFEET,IN1		;GET FEET FROM LEFT EDGE OF SCREEN.
CLSEOK:	MOV	IN1,RET2		;NOW GET RASTOR POSITION (3/2)
	ASL	IN1
	ADD	IN1,RET2
	ASR	RET2			;(3/2) OF FEET=RASTOR<X>
	MOV	RET2,SHOWX		;AND SAVE IT AWAY NOW.
	CLR	RET1			;NOW CONVERT THIS POSITION TO A GOOD.
	MOV	#48.,IN1		;NOW CONVERT BACK TO A TERAIN INDEX.
	JSR	PC,DIVTWO		;DO THE DIVISION NOW.
	ADD	LEFTEDGE,RET2		;MAKE INTO A TERAIN AND FEATURE INDEX.
	MOV	RET2,INDEXL		;SAVE AWAY INDEX TO LEFT POSTION OF SHIP.
	ASL	RET2			;MULTIPLY BY TWO FOR THE TERAIN.
	MOV	RET2,TEMP		;SAVE IT FOR A SECOND.
	MOV	#48.,IN1		;NOW FIGURE OUT HOW MUCH SHIP IS TO LEFT
	SUB	RET1,IN1		;OR RIGHT OF CENTER OF TERAIN. USE DIVISION REMAINDER.
	MOV	RET1,TEMP2		;SAVE THAT AWAY.
	MOV	TERAIN(TEMP),IN2	;PICK UP TERAIN NOW.
	JSR	PC,SGNMUL		;MULTIPLY IT OUT NOW.
	MOV	RET2,-(SP)		;SAVE FOR A SECOND NOW.
	MOV	TEMP2,IN1		;RECALL REMAINDER NOW. DO RIGHT EDGE OF "TERRAIN".
	MOV	TERAIN+2(TEMP),IN2	;OTHER HEIGHT.
	JSR	PC,SGNMUL		;MULTIPLY THEM OUT.
	CLR	RET1			;NOW SET UP DIVIDE. THIS WILL CONVERT
	MOV	#48.,IN1		;TERAIN HEIGHT*48 TO DISPLAY FUDGED HEIGHT.
	ADD	(SP)+,RET2		;OLD FUDGED WEIGHTED HEIGHT.
	BPL	CLSEF1			;AVERAGE IS POSITIVE.
	NEG	RET2			;AVERAGE IS NEGATIVE.
	JSR	PC,DIVTWO		;DO THE DIVIDE NOW.
	NEG	RET2			;AND NEGATE THE ANSWER.
	BR	CLSEF2
CLSEF1:	JSR	PC,DIVTWO
CLSEF2:	MOV	RET2,TEMP		;MOVE OVER HEIGHT FOR DFAKE TO USE.
	ASR	RET2			;NOW CONTINUING FUDING TERRAIN BY KNOWN STANDARDS.
	ASR	RET2
	MOV	RET2,AVERY		;SAVE AWAY AVERAGE TERAIN HEIGHT.
	JSR	PC,DFAKE		;GET ACTUAL RASTER HEIGHT ABOVE THE MOON.
	MOV	TEMP,AVERT		;SAVE IT AWAY NOW.
	MOV	VERDIS,IN1		;PICK UP THE DISTANCE NOW.
	MOV	IN1,RET2		;PREPARE TO CONVERT TO RASTORS.
	ASL	RET2			; THE OLD 3/2 GAMBIT.
	ADD	IN1,RET2
	ASR	RET2
	ADD	#23.,RET2		;TO CONVERT TO VIEWING RASTORS.
	MOV	RET2,SHOWY		;SAVE IT AWAY NOW.
	ADD	#24.,SHOWY		;EXCEPT FOR THE FUDGE.
	SUB	TEMP,RET2		;GET # OF RASTORS TO GO.
	MOV	RET2,TEMP		;MOVE BACK OVER.
	BPL	CLSEF3			;IF POSITIVE, ALL IS WELL.
	NEG	RET2			;ELSE NEGATE IT NOW.
CLSEF3:	CLR	RET1			;PREPARE TO DO THE DIVIDE.
	MOV	#3.,IN1			;MAKE IT THREE HALFS.
	ASL	RET2
	JSR	PC,DIVTWO
	TST	TEMP			;GET BACK THE ORIGINAL SIGN NOW.
	BPL	CLSEF4
	NEG	RET2
CLSEF4:	MOV	RET2,RADARY		;AND THIS IS THE RADAR HEIGHT.
	JSR	PC,INTEL		;FIGURE OUT IF ANYTHING GREAT IS TO HAPPEN.
	JSR	PC,DUST			;AND ALSO IF WE SHOULD SHOW DUST.
AHNONE:	RTS	PC			;AND WHEN DONE, RETURN NOW.
CLSEC1:	MOV	HORDIS,IN1		;MOON ALREADY BEING DISPLAYED.
	SUB	LEFEET,IN1		;SEE IF IT'S STILL ON THE SCREEN.
	CMP	IN1,#30.		;TO CLOSE TO LEFT?
	BLE	CLOL			;YES. SHIFT TO RIGHT.
	CMP	IN1,#580.		;TOO CLOSE TO LEFT
	BLT	CLSEOK			;NOPE. DISPLAY AS IS.
	MOV	BIGXCT,IN1		;SHIFT EVERYTHING LEFT NOW.
	DEC	IN1
	BR	CLSEFG			;SHOULD BE POIFECT.
CLOL:	MOV	BIGXCT,IN1		;SHIFT EVERYTHING RIGHT IF TOO CLOSE TO THE LEFT.
	SUB	#17.,IN1
	BR	CLSEFG			;FUDGE IT NOW.
	.PAGE
;
;		GENERAL INTELIGENCE SECTION...
;		THIS CODE GOES HERE SO THAT IT MAY BE
;		REFERENCED BY SIMPLE BRANCH INSTRUCTIONS
;		FROM THE MAIN SECTION "INTEL".
;
AHMAC:	TST	#MACON			;OVER MACDONALD'S. SEE IF DRAWN.
	.=.-2				;DEFINE MACON AS BEING HERE.
MACON:	.WORD	0			;AND INITIALIZE IT TO ZERO.
	BEQ	AHNONE			;NO, NOT DRAWN. EXIT NOW.
	CMP	TEMP2,#30.		;YES. SEE HOW CLOSE WE ARE.
	BGT	AHNONE			;NOT TOO CLOSE. ALL IS WELL.
	CLR	#MACTHR			;TOO CLOSE. WE'VE CRASHED INTO IT.
	.=.-2				;AND LIKEWISE DEFINE THE MAC DESTROYED
MACTHR:	.WORD	MACTHR			;FLAG AS STILL HAVING MACDONALDS.
	MOV	#MACDED,SYSMES		;TELL HIM WE'VE CRASHED INTO IT.
	JMP	QUICK			;AND KILL HIM OFF.
AHROCK:	CMP	TEMP2,#15.		;ARE WE TOO LOW OVER THE ROCK?
	BGT	AHNONE			;NOPE.
	CMP	VERVEL,#-600.		;GREATER THAN CRASH SPEED?
	BLE	GODEAD			;YES. HE'S DEAD.
	MOV	#ROCKMS,SYSMES		;START DISPLAYING THE ROCK MESSAGE NOW.
	CLR	SHIPDP			;STOP DISPLAYING THE SHIP NOW.
	JSR	PC,EXPLOD		;EXPLOD NOW
AHSP1:	CMP	TEMP2,#26.		;TOO HIGH?
	BGT	AHNONE			;IT'S ALRIGHT.
	CMP	TEMP,#-600.		;TOO FAST.
	BLE	GODEAD
	MOV	#OLDMS,SYSMES		;DISPLAY THE OLD SHIP MESSAGE.
	MOV	#3,-(SP)		;SET UP A LEFT SHIP
	TST	HORVEL			;GET HORIZONTAL VELOCITY.
	BMI	AHSP1M			;DIRECTION OK.
	INC	(SP)			;MAKE IT RIGHT TILTING.
AHSP1M:	MOV	IN1,-(SP)		;PUSH THE INDEX ONTO THE STACK.
	JSR	PC,PUTFET		;PLACE IN FEATURE TABLE NOW.
	SUB	#16.,SHOWY		;BRING DOWN THE OLD SHIP.
	JSR	PC,DRAWM2		;REDRAW THE MOON NOW.
	JSR	PC,EXPLOD		;EXPLOD THE SHIP NOW.
AHFLG:	CMP	TEMP2,#26.		;ARE WE TOO HIGH
	BGT	AHNONE			;YEP.
	TST	THRUST			;ENGINE ON?
	BEQ	AHNONE			;NOPE. EXIT.
	CLR	-(SP)			;CLEAR THE FLAG NOW.
	MOV	IN1,-(SP)
	JSR	PC,PUTFET		;CLEAR INDICATOR FLAG NOW.
	MOV	#FLAGMS,SYSMES		;GIVE THE FLAG MESSAGE NOW.
	JSR	PC,DRAWM2		;REDRAW THE MOON NOW.
	BR	AHNONE			;AND CONTINUE CHECKING CRAP.
AHOLDS:	CMP	TEMP2,#17.		;SEE IF ON CRASHED SHIP.
	BGT	AHNONE			;NOPE.
	CMP	TEMP,#-600.		;SEE IF TOO FAST.
GODEAD:	BLE	DEAD			;ELSE DEAD.
	MOV	#OLDTLT,SYSMES		;GIVE MESSAGE.
	JSR	PC,EXPLOD		;AND EXPLOD NOW.
	.PAGE
;
;		ROUTINE WHICH FIGURES OUT WHAT TO DO NOW.
;
INTEL:	JSR	PC,DIAL			;DISPLAY USER'S DATA NOW.
	MOV	RADARY,TEMP2		;PICK UP ALTITUDE NOW.
	BMI	INTELM			;IT'S NEGATIVE. FIGURE OUT SOMETHING SPECIAL.
	CMP	TEMP2,#3.		;ARE WE CLOSE.
	BLE	VERYLOW			;WE CERTAINLY ARE.
	MOV	VERVEL,TEMP		;NOT TOO LOW. GET VELOCITY NOW.
	CMP	TEMP,#-600.		;SEE IF <=60 FPS
	BLT	AHAH			;YES. IS HE SCREWED UP.
	CMP	TEMP,#-300.		;HOW ABOUT 30 FPS
	BLT	AHAH2			;HE'S NOT TOO SCREWED UP <YET!>
	CMP	TEMP,#-150.		;HOW ABOUT FIFTEEN FPS.
	BLT	AHAH3			;GIVE ANOTHER MESSAGE.
	CMP	SYSMES,#N2FAST		;WAS A NOT TOO FAST MESSAGE THE
	BNE	AHAHC			;ONE ISSUED. NO.
	CLR	SYSMES			;YES. DELETE IT NOW.
AHAHC:	MOV	INDEXL,IN1		;PICK UP FEATURE INDEX NOW.
	MOV	IN1,-(SP)		;PUSH DESIRED ITEM ONTO STACK.
	JSR	PC,GETFET		;GET THE FEATURE NOW.
	MOV	(SP)+,IN2		;AND POP THE ITEM OFF THE STACK.
	ASL	IN2			;MULTIPLY IT BY TWO.
	JMP	@AHTAB(IN2)		;WE'VE GOT IT NOW.
AHAH:	MOV	#VFAST,SYSMES		;GIVE A VERY FAST MESSAGE NOW.
	BR	AHAHC			;AND DO SOMETHING ELSE.
AHAH2:	MOV	#FAST,SYSMES		;GIVE A FAST MESSAGE.
	BR	AHAHC
AHAH3:	MOV	#N2FAST,SYSMES		;GIVE A "TAKE IT EASY MESSAGE".
	BR	AHAHC
INTELM:	CMP	TEMP2,#-10.
	BLE	DEAD			;TOO FAR DOWN. HE'S DEAD.
VERYLO:	CLR	PERCNT			;TURN OFF FUEL NOW.
	MOV	#BARBY,LPBARY		;AND INIDCATE IT TO HIM.
	CLR	FSUBC			;TERMINATE FLAMES.
	CLR	DUSTON			;AND THE DUST.
	TST	TEMP2			;GET ALTITUDE NOW.
	BEQ	VD			;WE'RE DOWN.
	BPL	AHAHC			;IF POSITIVE, LOOK FOR FEATURES.
VD:	MOV	VERVEL,TEMP		;PICK UP THE VERTICAL VELOCITY NOW.
	CMP	TEMP,#-600.		;SEE IF GREATER THAN 60 FPS.
	BLE	DEAD			;YES. SPLAT
	CMP	TEMP,#-300.		;HOW ABOUT 30FPS
	BLE	CRIPPLED		;YES. HE'S CRIPLLED.
	CMP	TEMP,#-150.		;HOW ABOUT 15FPS
	BLE	ROUGH			;IT'S A ROUGH ONE.
	CMP	TEMP,#-80.		;HOW ABOUT 8FPS.
	BLE	GOOD			;IT'S A GOOD ONE.
	MOV	#GREATM,IN1		;ISSUE GREAT MESSAGE
	BR	MAYBE			;AND NOW CHECK HORIZONTAL VELOCITY.
GOOD:	MOV	#GOODM,IN1		;A GOOD LANDING.
	BR	MAYBE
ROUGH:	MOV	#ROUGHM,IN1		;A ROUGH LANDING.
	BR	MAYBE
CRIPPL:	MOV	#CRIPM,IN1		;CRIPPLED. GIVE THAT MESSAGE.
	BR	MAYBE
DEAD:	MOV	#DEADM,SYSMES		;ISSUE THE DEAD MESSAGE NOW.
QUICK:	MOV	#32.,IN1		;ALTER THE SURFACE NOW.
	JSR	PC,ALTER
	JSR	PC,DRAWM2		;REDRAW THE MOON NOW.
	CLR	SHIPDP			;STOP DISPLAYING THE SHIP.
	JSR	PC,EXPLOD		;EXPLOD NOW.
MAYBE:	CLR	FSUBC			;TURN OFF FLAME IMAGE NOW.
	MOV	IN1,SYSMES		;DISPLAY THE CALLER'S MESSAGE NOW.
	CMP	HORVEL,#100.		;SEE IF TOO FAST SIDEWAYS.
	BGT	MAYBEB			;TOO FAST.
	CMP	HORVEL,#-100.		;HOW ABOUT LEFT.
	BLT	MAYBEB			;TOO FAST.
	CMP	ANGLE,#-15.		;SEE IF THE ANGLE IS OK.
	BLT	MAYBEC			;TOO FAR LEFT.
	CMP	ANGLE,#15.		;RIGHT OK?
	BGT	MAYBEC			;YES. TIP HIM OVER.
	MOV	INDEXL,IN2		;NOW FIGURE OUT IF TERAIN IS TOO ROUGH.
	ASL	IN2
	MOV	TERAIN+2(IN2),IN1	;RIGHT TERAIN.
	SUB	TERAIN(IN2),IN1		;LEFT TERAIN.
	MOV	IN1,RET1		;MOVE OVER FOR ABSOLUTE VALUE.
	BPL	MAYBEP			;TAKE ABSOLUTE VALUE NOW.
	NEG	RET1
MAYBEP:	CMP	RET1,#48.		;SEE IF GREATER THAN A 48 FOOT DROP.
	BGE	MAYBED			;YES. A BADDY.
					;PLANT THE FLAG NOW!!!!!!!
					; <OR GET A HAMBURGER>.
	JSR	PC,PALSY		;WITH THE SPASTIC MAN.
MAYBEB:	MOV	HORVEL,IN1		;PICK UP DIRECTION TO TIP SHIP.
	MOV	#SIDEM,IN2		;PICK UP POINTER TO THE MESSAGE.
	BR	TILT			;AND TILT THE SHIP NOW.
MAYBEC:	MOV	ANGLE,IN1		;GET THE DIRECTION TO TILT THE SHIP.
	MOV	#ANGLEM,IN2		;AND PICK UP THE MESSAGE NOW.
	BR	TILT			;AND TILT IT NOW.
MAYBED:	MOV	#BUMPYM,IN2		;PICK UP MESSAGE NOW. IN1=CORRECT SIGN.
TILT:	MOV	IN2,FSUBC		;DISPLAY MESSAGE FROM FLAME POINT.
	MOV	INDEXL,IN2		;PICK UP TERAIN INDEX AGAIN.
	MOV	#3,-(SP)		;INDICATE IT'S TIPPED TO THE LEFT.
	TST	IN1			;PICK UP DIRECTION AGAIN.
	BMI	TILT1			;NO, MAKE IT TO THE RIGHT.
	INC	(SP)
TILT1:	MOV	IN2,-(SP)		;AND NOW UPDATE THE FEATURE TABLE.
	JSR	PC,PUTFET
	ASL	IN2			;NOW GET TERAIN CHARACTERISTICS.
	MOV	TERAIN+2(IN2),RET1	;RIGHT TERAIN.
	SUB	TERAIN(IN2),RET1	;LEFT TERAIN.
	MOV	RET1,RET2		;NOW WE'LL CONVERT FEET DIFFERENCE TO AN ANGLE.
	ASL	RET2			;MULTIPLY IT BY 3
	ADD	RET1,RET2		;OK
	ASR	RET2			;NOW DIVIDE BY FOUR.
	ASR	RET2
	SUB	RET2,RET1		;SUBTRACT FROM THE ORIGINAL.
	MOV	RET1,RET2		;NOW HALF ANSWER AGAIN.
	ASR	RET2
	ADD	RET2,RET1		;AND ADD IN NEW ANSWER. RESULT
					;IS NUMBER OF DEGREES TO TILT.
	BPL	TILT2			;NOW SEE IF RESULT IS GREATER THAN
	CMP	RET1,#-45.		;THE ABS(45).
	BGE	TILT3			;IF OK, THEN LEAVE ALONE.
	MOV	#-45.,RET1		;ELSE SET IT TO -45.
	BR	TILT3
TILT2:	CMP	RET1,#45.		;SEE IF IT'S GREATER THAN 45 DEGREES.
	BLE	TILT3			;NO, IT'S OK.
	MOV	#45.,RET1		;ELSE FIX IT UP NOW.
TILT3:	MOV	#90.,RET2		;PICK UP FALLEN SHIP ANGLE.
	TST	IN1			;GET WHICH WAY TO FALL.
	BPL	TILT4			;IT'S OK.
	NEG	RET2			;NEGATE IT NOW.
TILT4:	ADD	RET2,RET1		;GET THE NEW SHIP ANGLE NOW.
	MOV	RET1,ANGLE		;UPDATE SHIP ANGLE.
	MOV	SHIPTP,IN2		;NOW TOGGLE SHIP SWITCH.
	ADD	#2,IN2
	BIC	#-3,IN2
	MOV	IN2,SHIPTP
	MOV	SHIPLC(IN2),IN2		;PICK UP BUFER POINTER NOW.
	MOV	IN2,-(SP)		;AND SAVE IT AWAY FOR LATER USE.
	JSR	PC,TRIG			;GET THE SINE AND COSINE NOW.
	MOV	#DESIGN,IN1		;HOW TO DRAW SHIP.
	JSR	PC,DRAW			;DRAW IT NOW.
	MOV	(SP)+,SHIPDP		;SHOW NEW SHIP NOW.
	SUB	#7.,SHOWY		;BUT BRING IT DOWN A LITTLE BIT.
	JSR	PC,DELAY		;DELAY FOR A WHILE
	.WORD	10.
	.PAGE
;
;		THIS ROUTINE WILL KICK UP DUST ON THE MOON.
;
DUST:	CMP	RADARY,#150.		;SEE IF WE ARE CLOSE TO THE MOON NOW.
	BGE	NODUST			;DON'T GENERATE ANY DUST NOW.
	MOV	#EXLIST,TEMP2		;PICK UP ADDRESS OF WHERE TO LEAVE DUST.
	MOV	PERTRS,TEMP		;GET THE TRUST NOW.
	CMP	TEMP,#63.		;SEE IF MORE THAN 63%
	BLE	DUSTB1			;NO. OK.
	MOV	#63.,TEMP		;IF MORE, SET TO 63% FOR SCALING.
DUSTB1:	ROL	TEMP			;BECAUSE WE WILL USE MAGNITUDE TO
	ROL	TEMP			;CONTROL INTENSITY.
	ROL	TEMP			;MOVE OVER TO INTENSITY SPOT.
	ROL	TEMP
	BIC	#176177,TEMP		;CLEAR OUT ANY STRAY BITS NOW.
	BIS	#116120,TEMP		;NOW SET THE POSITIONING MASK.
	MOV	TEMP,(TEMP2)+		;PLACE IN THE LIST NOW.
	CMP	ANGLE,#45.		;SEE IF THE ANGLE IS TOO GREAT NOW.
	BGT	NODUST			;YEP.
	CMP	ANGLE,#-45.
	BLT	NODUST			;SAME HERE.
	MOV	SINANG,IN2		;NOW GET THE PLACE TO PUT THE DUST
	BPL	DUSTP1			;BY FIGURING OUT THE TANGENT OF
	NEG	IN2			;OF THE ANGLE. MAKE POSITIVE
DUSTP1:	MOV	SHOWY,IN1		;SO DIVIDE WON'T BLOW. GET RASTOR Y NOW.
	SUB	AVERT,IN1		;SUBTRACT OFF THE TERAIN HEIGHT NOW.
	MOV	IN1,TEMP		;SAVE FOR A SECOND.
	JSR	PC,MULTWO		;GET PRODUCT.
	MOV	COSANG,IN1		;GET COSINE NOW.
	JSR	PC,DIVTWO		;RET2=TAN(ANGLE)*DELTAY
	ADD	RET2,TEMP		;TEMP=DELTAX+DELTAY=TOTAL FLAME DISTANCE.
	TST	SINANG			;FIGURE OUT WHICH WAY DUST IS TO GO.
	BMI	DUSTP2			;CORRECT DIRECTION NOW.
	NEG	RET2			;ELSE NEGATE IT NOW.
DUSTP2:	ADD	SHOWX,RET2		;CENTER OF DUST NOW.
	MOV	RET2,(TEMP2)+		;INSERT INTO THE BUFFER.
	MOV	AVERT,(TEMP2)+		;INSERT THE Y VALUE NOW.
	MOV	#130000,(TEMP2)+	;INSERT RELATIVE POINT COMMAND INTO THE BUFFER.
	SUB	#150.,TEMP		;GET APPROXIMATE DISTANCE TO GROUND.
	BPL	NODUST			;MORE THAN 50 FEET AWAY. PRODUCE NO DUST.
	NEG	TEMP			;MAKE THE DISTANCE POSITIVE AGAIN.
	MOV	TEMP,IN1		;NOW MULTIPLY IT BY THE % THROTTLE.
	MOV	PERTRS,IN2
	JSR	PC,MULTWO		;NOW HAVE ANUMBER BETWEEN 0 AND 5000
	ASR	RET2			;NOW BRING IT DOWN TO A CIVILIZED NUMBER.
	ASR	RET2			;BY DIVIDING BY 16.
	ASR	RET2
	ASR	RET2
	BEQ	NODUST			;IF ZERO, GENERATE NO DUST.
	MOV	RET2,-(SP)		;SAVE THE COUNTER ON THE STACK.
	MOV	#STACK-200.-EXLIST-12.,RET1	;PICK UP SIZE OF DUST AREA.
	ASR	RET1			;GET NUMBER OF DOUBLE WORD ENTRIES.
	ASR	RET1
	CMP	RET1,(SP)		;SEE IF CALCULATED NUMBER IS OK.
	BHIS	DUSTWF			;IF GREATER OR EQUAL, ALL IS WELL.
	MOV	RET1,(SP)		;ELSE SET A FINITE LIMIT NOW.
DUSTWF:	MOV	DUSTX,RET1		;PICK UP A RANDOM DUST GENERATING WORD.
	MOV	#-100,RET2		;AND LEAVE A GOOD MASK IN RET2.
DUSTL:	ADD	TIME,RET1		;GENERATE THE RANDOM WORD NOW.
	INC	RET1
	BIC	RET2,RET1		;NOW LEAVE JUST LOW SIX BITS.
	MOVB	YTHRST(RET1),IN1	;PICK UP AN X NOW.
	ADD	VERACC,RET1		;NOW A LITTLE MORE RANDOMIZING.
	BIC	RET2,RET1		;INDEX SET TO PICK UP Y.
	BIC	RET2,IN1		;MAKE X JUST SIX BITS.
	SWAB	IN1			;X OVER TO LEFT.
	ROR	IN1			;AND INTO POSITION NOW.
	COM	TEMP			;COMPLEMENT X DIRECTION NOW.
	BIC	#-20001,TEMP		;LEAVE JUST THE SIGN BIT.
	BIS	#40000,TEMP		;SET THE INTENSITY BIT NOW.
	BIS	TEMP,IN1		;AND SET THEM IN THE X NOW.
	MOVB	YTHRST(RET1),IN2	;PICK UP THE Y NOW.
	BIC	RET2,IN2		;Y IS ALWAYS POSITIVE.
	BIS	IN2,IN1			;MAKE THE COMMAND NOW.
	MOV	IN1,(TEMP2)+		;AND STICK IT AWAY.
	ADD	#20100,IN1		;FLIP X AND Y SIGNS.
	BIC	#140000,IN1		;TURN OFF DISPLAY BIT.
	MOV	IN1,(TEMP2)+		;AND SAVE AWAY NOW.
	DEC	(SP)			;DECREMENT THE COUNTER NOW.
	BGT	DUSTL			;LOOP AROUND UNTIL DONE.
	MOV	#DISTOP,(TEMP2)+	;TERMINATE THE LIST NOW.
	CLR	(TEMP2)			;WITH A DISPLAY STOP INSTRUCTION
	MOV	RET1,DUSTX		;SAVE DUSTX NOW.
	TST	(SP)+			;INCREMENT THE COUNTER NOW.
	MOV	#EXLIST,DUSTON		;TURN ON THE DUST NOW.
	RTS	PC			;AND RETURN TO THE CALLER.
NODUST:	CLR	DUSTON			;TURN OFF THE DUST DISPLAY NOW.
	RTS	PC			;AND RETURN.

	.PAGE
;
;		THIS ROUTINE WILL PLANT AN AMERICAN FLAG ON THE MOON.
;				<WITH A M*A*N, NO LESS>
;				OR EVEN MORE SUPER, IT WILL BUY
;				SOME HAMBURGERS.
;
PALSY:	JSR	PC,DELAY		;WAIT FOUR SECONDS BEFORE
	.WORD	-4.			;DOING ANYTHING GREAT.
	MOV	SHOWX,MANX		;POSITION MAN CORRECTLY.
	MOV	SHOWY,MANY
	MOV	#MAN,DUSTON		;SHOW THE MAN NOW.
PALSY1:	BIT	#177,TIME		;WAIT FOR CLOCK TO LINE UP NOW.
	BNE	PALSY1			;WHICH SHOULD TAKE A RANDOM AMOUNT OF TIME.
	TST	MACON			;SEE IF THERE'S A MACDONALD'S PRESENT.
	BEQ	PALNOR			;NONE. NORMAL PLANT.
;				MOVE THE MAN TO THE MACDONALD'S NOW!
	MOV	MACX,RET2		;PICK UP THE MACDONALD'S X
	SUB	SHOWX,RET2		;FIGURE OUT WHICH WAY TO GO.
	MOV	MACY,RET1		;PICK UP THE HEIGHT OF THE MACDONALD'S.
	SUB	MANY,RET1		;GET THE HEIGHT OF THE MAN NOW.
	ADD	#3,RET1			;LIFT HIM UP OFF THE FLOOR.
	MOV	RET1,-(SP)		;AND PUSH DIFFERENCE ONTO STACK.
	BEQ	PALMX1			;IF NO X, THEN ONLY MOVE Y.
	JSR	PC,MOVMAN		;MOVE THE MAN NOW.
PALMX1:	MOV	MACX,RET2		;NOW FIGURE OUT HOW FAR TO MOVE THE MAN.
	SUB	MANX,RET2
	ADD	#25.,RET2		;BRING HIM INTO THE PLACE.
	MOV	RET2,-(SP)		;REMEMBER WHERE WE WERE.
	CLR	RET1			;NO Y MOVE.
	JSR	PC,MOVMAN		;MOVE THE MAN NOW.
	MOV	#ORDER,SYSMES		;ORDER THE FOOD NOW.
	JSR	PC,DELAY		;WAIT FOR AWHILE.
	.WORD	-8.
	CLR	SYSMES			;REMOVE THE MESSAGE.
	JSR	PC,DELAY		;WAIT SOME MORE NOW.
	.WORD	-2.			;AND THEN FINALLY START HIM BACK.
	NEG	(SP)			;GET THE NEGATIVE DISTANCE.
	MOV	(SP),RET2
	CLR	RET1			;NO Y.
	JSR	PC,MOVMAN
	MOV	(SP)+,RET2		;AND THEN GO UP INTO THE SHIP.
	MOV	(SP)+,RET1		;BY RECALLING THE VALUES.
	NEG	RET1			;INVERT SIGN, AND DON'T
	BEQ	PALMX2			;FORGET POSSIBILITY OF SHIP LEVEL.
	JSR	PC,MOVMAN		;UP HE GOES NOW.
PALMX2:	JSR	PC,DELAY		;HOLD HIM IN SHIP A FEW SECONDS.
	.WORD	-2.
	ADD	#4.,VERDIS		;THEN LIFT HIM UP, AND TAKE HIM OFF.
	ADD	#2000.,FUEL		;GIVE HIM A LITTLE BIT MORE FUEL.
	CLR	VERVEL			;AND NO UPWARD VELOCITY.
	CLR	TICKS			;RESET NUMBER OF TICKS THAT HAVE ELAPSED.
	MOV	#STACK,SP		;AND SET SP TO TOP OF CORE <AGAIN>.
PALOFF:	CLR	SYSMES			;LOOP WITHOUT GIVING ANY MESSAGES.
	CLR	ANGLE			;STRAIGHT UP.
	CLR	HORVEL			;WITH NO SIDEWAYS MOTION.
	MOV	#30.,PERCNT		;WITH ENOUGH THRUST TO RISE UP.
	JSR	PC,EIDLE		;AND DO EVERYTHING RIGHT.
	TST	MOON			;AND WAIT TILL MOON GETS BIG.
	BNE	PALOFF			;AND THEN MAYBE WE'LL FALL THROUGH.
	CLR	SHIPDP			;WHEN MOON IS BIG, REMOVE
	CLR	FSUBC			;SHIP AND FLAME.
	JSR	PC,DELAY		;AND THEN JUST WAIT FOR A FEW SECONDS.
	.WORD	3.
	.PAGE
;
;		THIS ROUTINE PLANTS AN AMERICAN FLAG ON THE MOON.
;
PALNOR:	MOV	#1,-(SP)		;INDICATE TO MEMORY THAT SHIP HAS LANDED.
	MOV	INDEXL,-(SP)
	JSR	PC,PUTFET		;AWAY GO THE FEATURES NOW.
	MOV	#-24.,RET1		;PREPARE TO MOVE THE MAN OUT NOW.
	MOV	#48.,RET2
	MOV	TIME,TEMP2		;FUDGE WHICH WAY TO MOV THE MAN.
	ROR	TEMP2			;BY DIDDLING LOW BIT OF TIME.
	BCC	PALN1			;IF LOW BIT OFF, GO RIGHT.
	NEG	RET2			;IF ON, GO LEFT.
PALN1:	MOV	RET2,-(SP)		;REMEMBER IT ANYWAY.
	JSR	PC,MOVMAN		;MOVE THE MAN NOW.
	MOV	(SP)+,RET2		;AND THEN THE FINAL DISTANCE.
	CLR	RET1			;WITH NO Y.
	JSR	PC,MOVMAN
	MOV	MANX,FLAGX		;DISPLAY THE FLAG NOW.
	MOV	MANY,FLAGY
	ADD	#20.,FLAGX		;OFFSET IT A LITTLE BIT.
	MOV	#FLAGL,FSUBC		;PLACE FLAG IN THE FLAME LIST.
	MOV	INDEXL,IN1		;PICK UP THE INDEX NOW.
	JSR	PC,PALSYI		;UPDATE IT ALSO.
	JSR	PC,PALSYI		;SO WE KNOW WHERE TO REMEMBER FLAG.
	MOV	#2,-(SP)		;SAVE IT AWAY NOW.
	MOV	IN1,-(SP)		;IN THE FEATURE TABLE
	JSR	PC,PUTFET
	MOV	#MANMSG,SYSMES		;DISPLAY THE MESSAGE NOW.
	JSR	PC,DELAY		;WAIT TEN MORE SECONDS.
	.WORD	10.
	.PAGE
;
;		THIS ROUTINE MOVES THE MAN ALONG THE SURFACE
;		OF THE MOON. RET1=DELTA Y; RET2=DELTA X.
;		IF Y=0, THEN ONLY X IS USED. IF Y<>0, THEN ONLY
;		THE SIGN OF THE X IS USED.
;
MOVMAN:	MOV	#INC,TEMP2		;GET "INC IN1" TO INDICATE X TO RIGHT.
	TST	RET2			;GET X DIRECTION NOW.
	BPL	MOVM1			;TO THE RIGHT.
	MOV	#DEC,TEMP2		;ELSE MAKE THE X GO THE OTHER WAY.
	NEG	RET2			;AND SET THE COUNTER TO GO DOWN.
MOVM1:	MOV	TEMP2,PALSYI		;SAVE AWAY THE GENERATED INSTRUCTION NOW.
	CLR	TEMP2			;CLEAR THE DELTA Y ADD NOW.
	TST	RET1			;NOW GET THE AMOUNT OF THE DELTA "Y".
	BEQ	MOVJX			;NO Y. JUST X MOVE.
	INC	TEMP2			;SOME Y. SET TO UP.
	MOV	RET1,RET2		;AND USE THE Y AS THE COUNTER NOW.
	BPL	MOVJX			;IF UP, ALL IS WELL,
	NEG	RET2			;ELSE NEGATE COUNT AND THE
	NEG	TEMP2			;AND THE DELTA Y ADD.
					;RET2=+COUNT TO DO, TEMP2=DELTA Y.
MOVJX:	MOV	MANX,IN1		;PICK UP THE PRESENT POSITION NOW.
MOVLUP:	JSR	PC,PALSYI		;MOVE OVER THE X.
	MOV	IN1,MANX		;AND PLACE IN MEMORY.
	ADD	TEMP2,MANY		;UPDATE THE Y ALSO.
	JSR	PC,PALSYW		;WAIT FOR 8 CLOCK TICKS TO GO BY.
	DEC	RET2			;ELSE DECREMENT THE COUNTER.
	BGT	MOVLUP			;AND LOOP TILL DONE.
	RTS	PC			;AND THEN RETURN.
PALSYI:	.WORD	0			;EITHER AN INC OR DEC 'IN1'
	RTS	PC			;AND THEN RETURN WITH IN1 UPDATED.
PALSYW:	BIT	#7,TIME			;WAIT FOR NONE MULTIPLE OF 8.
	BEQ	PALSYW
	JSR	PC,DIAL			;AND DISPLAY THE USER'S INFORMATION NOW.
PALSYV:	BIT	#7,TIME			;AND THEN WAIT FOR 8 MORE <OR LESS>
	BNE	PALSYV
	JSR	PC,DIAL			;WHILE DOING THIS, DISPLAY THE USER'S INFO.
	RTS	PC			;AND THEN RETURN.
	.PAGE
;
;	THESE ROUTINE WILL INSERT OR CHANGE A LUNAR
;	FEATURE OR WILL RETRIEVE IT'S VALUE.
;
PUTFET:	MOV	TEMP,-(SP)		;SAVE TEMPORARY NOW.
	MOV	4(SP),TEMP		;PICK UP AN INDEX NOW.
	ASR	TEMP			;MAKE IT A BYTE INDEX.
	BCC	FETRGT			;IF EVEN, IT'S THE RIGHT BYTE.
	ASL	6(SP)			;LEFT BYTE. SHIFT OVER THE VALUE.
	ASL	6(SP)
	ASL	6(SP)
	ASL	6(SP)
	BICB	#360,FEATUR(TEMP)	;CLEAR OUT THE BYTE NOW.
	BR	PUTCOM			;INSERT IT NOW.
FETRGT:	BICB	#17,FEATUR(TEMP)	;CLEAR OUT THE RIGHT BYTE NOW.
PUTCOM:	BISB	6(SP),FEATUR(TEMP)	;INSERT THE BYTE NOW.
	MOV	(SP)+,TEMP		;RESTORE THE REGISTER NOW.
	MOV	(SP),4(SP)
	ADD	#4,SP			;UPDATE THE STACK AFTER MOVING OVER THE PC.
	RTS	PC			;RETURN NOW.
GETFET:	MOV	TEMP,-(SP)		;SAVE A SCRATCH REGISTER NOW.
	MOV	4(SP),TEMP		;PICK UP THE INDEX NOW.
	ASR	TEMP			;BYTE ADDRESS IT.
	MOVB	FEATUR(TEMP),TEMP	;PICK UP THE FEATUR NOW.
	BCC	GETDUN			;IF RIGHT BYTE, NO SHIFTING IS NECESSARY.
	ASR	TEMP			;ELSE SHIFT IT OVER.
	ASR	TEMP
	ASR	TEMP
	ASR	TEMP
GETDUN:	BIC	#177360,TEMP		;JUST RETURN 4 BITS NOW.
	MOV	TEMP,4(SP)
	MOV	(SP)+,TEMP		;MOVE OVER ANSWER AND RESTORE SCRATCH
	RTS	PC			;REGISTER AND EXIT.
	.PAGE
;
;		THIS ROUTINE WILL "DRAW" THE MOON FROM THE TABLE OF Y VALUES.
;
DRAWM1:	JSR	PC,DRAWMC		;SET UP COMMON CRAP.
	MOV	TERAIN,TEMP		;PICK UP FIRST Y POS.
	ASR	TEMP			;DIVIDE BY 32
	ASR	TEMP
	ASR	TEMP
	ASR	TEMP
	ASR	TEMP
	ADD	#23.,TEMP
	MOV	TEMP,(TEMP2)+
	MOV	TEMP,LASTY		;SAVE Y FOR TOP OF SCREEN CHECK.
	MOV	#SETSVM,(TEMP2)+	;AFTER STORING Y POS, SET GRAPH PLOT MODE.
	MOV	#TERAIN,IN1		;POINTER TO THE TERAIN.
DRAW1L:	ADD	#8.,IN1			;POSITION TO THE NEXT Y.
	MOV	(IN1),TEMP
	ASR	TEMP
	ASR	TEMP
	ASR	TEMP
	ASR	TEMP
	ASR	TEMP
	ADD	#23.,TEMP		;SCALE IT AROUND NOW.
	JSR	PC,DRAWIC		;INSERT ONE Y CO-ORD
	BR	DRAW1L			;AND LOOP TILL DONE.
	MOV	#DISTOP,(TEMP2)+	;AND FINALLY TERMINATE THE LIST
	CLR	(TEMP2)
	MOV	#MOONST,MOONGO		;START DISPLAYING THE MOON NOW.
	JSR	PC,DRAWRS		;RESTORE REGISTERS
	RTS	PC			;AND EXIT NOW.
	.PAGE
;
;		THIS ROUTINE WILL ITIALIZE CERTAIN
;		REGISTERS, SAVE REGISTERS AND DO OTHER CRAP NECESSARY
;		FOR THE MOON DRAWING ROUTINES TO WORK.
;
DRAWMC:	MOV	RET1,-(SP)
	MOV	RET2,-(SP)
	MOV	IN1,-(SP)
	MOV	IN2,-(SP)
	MOV	TEMP,-(SP)
	MOV	#225.,DRAWCT		;NUMBER OF VECTORS TO DRAW.
	CLR	MOONGO			;TURN OFF DRAWING OF MOON.
	CLR	MACON			;SET FLAG TO "NO MACDONALD'S ON SCREEN".
	MOV	#MOONST,TEMP2		;SET UP THE POINTER NOW.
	MOV	#114124,(TEMP2)+	;PLOT POINT MODE.
	MOV	#170240,(TEMP2)+	;SET STATUS MODE.
	CLR	(TEMP2)+		;SET X POSITION TO ZERO NOW.
	JMP	@10.(SP)		;AND RETURN NOW.
DRAWRS:	MOV	(SP),12.(SP)		;MOVE OVER RETURN ADDRESS.
	MOV	(SP)+,TEMP		;THROW AWAY TOP ITEM.
	MOV	(SP)+,TEMP		;AND RESTORE THE REGISTERS.
	MOV	(SP)+,IN2
	MOV	(SP)+,IN1
	MOV	(SP)+,RET2
	MOV	(SP)+,RET1
	RTS	PC			;AND RETURN NOW.
	.PAGE
;
;		THIS ROUTINE WILL INSERT ONE "Y" POINT INTO THE
;		MOON LIST. IT WILL RANDOMIZE THE LINE TYPE AND INTENSITY
;
DRAWIC:	MOV	#1000,-(SP)		;MAKE THE VECTOR INVISIBLE FOR NOW.
	CMP	TEMP,#1024.		;SEE IF IT'S TOO BIG.
	BLO	DRAWI1			;NOT TOO BIG.
	MOV	#1023.,TEMP		;TOO BIG, SET TO TOP, AND TURN OFF
	CMP	TEMP,LASTY		;IS IT STILL ON TOP?
	BEQ	DRAWI3			;YES. DON'T DRAW THE MOUNTAIN.
DRAWI1:	TST	TEMP			;SEE IF VALUE IS LESS THAN ZERO.
	BPL	DRAWI2			;YES.
	CLR	TEMP			;NO IT ISN'T.
	TST	LASTY			;WAS LAST RESULT 0?
	BEQ	DRAWI3			;YES. DO NOT PUT ON VISIBLE BIT.
DRAWI2:	BIS	#40000,(SP)		;TURN ON VISIBLE BIT.
DRAWI3:	DEC	DRAWTY			;SEE WHAT TYPE OF INTENSITY
	BPL	DRWIN			;AND LINE TYPE IS REQUIRED, IF ANY.
	INC	DRAWTZ			;COUNTER OVERFLOWED. CHANGE TYPE.
	BIC	#-4,DRAWTZ
	INC	DRAWTZ
	MOV	DRAWTZ,DRAWTY		;RESET BIGGY AND LITTLY.
	ADD	#1200,DINT		;RANDOMIZE INTENSITY AND TYPE.
	BIC	#176177,DINT
	INC	DTYPE
	BIC	#-4,DTYPE
	MOV	DINT,(TEMP2)		;CREATE NEW PLOT POINT INSTRUCTION.
	BIS	DTYPE,(TEMP2)
	BIS	#106004,(TEMP2)+	;GRAPH Y WITH BLANK INTENSITY'S AND TYPES.
DRWIN:	SUB	LASTY,TEMP		;GET THE DELTA Y.
	BPL	DRWINP			;FIX UP DIRECTION OF VECTOR.
	NEG	TEMP
	BIC	#-100,TEMP		;REMOVE CRAP NOW.
	SUB	TEMP,LASTY		;UPDATE PREVIOUS Y NOW.
	BIS	#100,TEMP
	BR	DRWINQ
DRWINP:	BIC	#-100,TEMP		;CLEAN IT UP.
	ADD	TEMP,LASTY		;AND UPGRADE PREVIOUS Y NOW.
DRWINQ:	BIS	(SP)+,TEMP		;MAKE IT A GOOD INSTRUCTION NOW.
	MOV	TEMP,(TEMP2)+		;AND SAVE IT AWAY NOW.
	DEC	DRAWCT			;DECREMENT MASTER COUNTER.
	BGT	DRAWRR			;NORMAL RETURN.
	ADD	#2,(SP)			;END RETURN.
DRAWRR:	RTS	PC			;AND EXIT NOW.
	.PAGE
;
;		ALTER WILL ALTER THE FACE OF THE MOON. IN1
;		CONTAINS A NUMBER TO BE USED IN ALTERING IT.
;
ALTER:	MOV	BIGXCT,IN2		;PICK UP PRESENT INDEX.
	MOV	IN2,TEMP		;WORK BOTH FORWARD AND BACKWARD.
	ASL	IN2
	ADD	#TERAIN,IN2
	MOV	#3,-(SP)		;INDICATE A CRASHED SHIP.
	MOV	(IN2)+,TEMP2		;PICK UP Y.
	MOV	IN2,RET2
	SUB	(IN2),TEMP2		;FIGURE OUT WHICH WAY TO TILT SHIP.
	BMI	ALERTP			;LEAVE TILTED TO LEFT.
	INC	(SP)
ALERTP:	MOV	TEMP,-(SP)		;PUSH THE INDEX ONTO THE STACK.
	JSR	PC,PUTFET		;AND PUT AWAY THE FEATURE.
ALERTL:	SUB	IN1,(IN2)+		;NOW ALTER BOTH WAYS.
	SUB	IN1,-(RET2)
	ASR	IN1			;DIVIDE BY TWO.
	NEG	IN1			;AND NEGATE IT.
	BNE	ALERTL			;AND LOOP TILL DONE.
	RTS	PC			;ELSE RETURN NOW.
	.PAGE
;
;		THIS SECTION WILL CAUSE THE SKIP TO
;		EXPLODE ON THE SCREEN BY SHOOTING OUT A SERIES OF
;		"DOTS" FOR A GIVEN PERIOD OF TIME.
;
EXPLOD:	CLR	RADIUS			;SET THE RADIUS TO ZERO.
	CLR	FSUBC			;TURN OFF THE ROCKET NOW.
	CLR	DUSTON			;TURN OFF THE DUST, IF ANY.
	BIS	#0,DSR			;"RING THE BELL".
EXPLD1:	MOV	#EXLIST,TEMP2		;GET POINTER TO WHERE TO SHOW EXPLOSION.
	MOV	XTYPE,TEMP		;PICK UP RANDOMIZING WORD NOW.
	INC	TEMP			;AND JUST PLAY WITH YOURSELF FOR A WHILE.
	SWAB	TEMP
	ROR	TEMP
	ADD	(TEMP2),TEMP		;ADD IN OLD COMMAND.
	BIC	#176177,TEMP		;CLEAR OUT CRAP NOW.
	BIS	#116120,TEMP		;MAKE IT A GOOD COMMAND NOW.
	MOV	TEMP,(TEMP2)+		;AND INSERT IT INTO THE BUFFER.
	JSR	PC,EXGEN		;GENERATE SOME SMOKE NOW.
	BIS	#0,DSR			;GIVE A GOOD BEEP NOW.
	SUB	#10.,RADIUS		;NOW PRODUCE SOME MORE DOTS.
	JSR	PC,EXGEN
	MOV	#DISTOP,(TEMP2)+	;TERMINATE THE PICTURE NOW.
	CLR	(TEMP2)
	MOV	#EXLIST,FSUBC		;MAKE SURE WE'RE SHOWING IT.
	BIS	#0,DSR			;GIVE A RANDOM BEEP, AT TIMES.
	ADD	#33.,RADIUS		;FINALLY INCREMENT RADIUS AND CHECK
	CMP	RADIUS,#300		;DONE?
	BLE	EXPLD1			;NOPE.
	JSR	PC,DELAY		;DELAY NOW BEFORE RESTARTING.
	.WORD	5.			;FIVE SECONDS.
EXGEN:	MOV	#-30.,ANGLE		;INITIALIZE THE ANGLE NOW.
	MOV	#241.,-(SP)		;AND SET COUNTER TO DO -30 TO 210 DEGREES.
EXGENL:	JSR	PC,TRIG			;FIGURE OUT VARIOUS ANGLES NOW.
	MOV	-6(SP),IN1		;PICK UP RANDOM INTERUPT NUMBER NOW.
	ASR	IN1			;JUST IN CASE IT WAS EVEN.
	INC	IN1			;INCREMENT IT NOW.
	ADD	TIME,IN1		;ADD IN THE TIME ALSO.
	ADD	XTYPE,IN1		;AND ALSO THE PREVIOUS NUMBER.
	MOV	IN1,XTYPE		;AND SAVE IT AWAY NOW.
	BIC	#-40,IN1		;MAKE IT BETWEEN 0 AND 31
	MOVB	YUPDWN(IN1),TEMP	;SO THAT WE CAN USE THE FLAME TABLE.
	ADD	RADIUS,TEMP		;GET A NEW RADIUS NOW.
	BMI	EXGENP			;IF MINUS, FORGET ABOUT IT.
	MOV	TEMP,IN1		;ELSE GET THE SINES AND COSINES.
	MOV	COSANG,IN2		;SO WE CAN GET THE X AND THE
	JSR	PC,TRGMUL		;Y POINTS FOR THE EXPLOSION.
	ADD	SHOWX,RET1		;WE'VE GOT OUR X NOW.
	BMI	EXGENP			;MINUS IS A BADDY.
	BIS	#INT,RET1		;DON'T FORGET TO TURN ON INTENSIFY BIT.
	MOV	RET1,(TEMP2)+		;AND PLACE IT AWAY NOW.
	MOV	TEMP,IN1		;NOW GET THE Y.
	MOV	SINANG,IN2
	JSR	PC,TRGMUL
	ADD	SHOWY,RET1
	BMI	EXGENO			;IF THIS IS BAD, WE MUST BACK UP.
	MOV	RET1,(TEMP2)+
EXGEND:	INC	ANGLE			;NOW GET THE NEXT ANGLE.
	DEC	(SP)			;AND WAIT TILL DONE.
	BGT	EXGENL			;AND LOOP TILL DONE.
	TST	(SP)+			;AND THEN EXIT.
	RTS	PC			;THIS INSTRUCTION HELPS IF ONE LEAVES IT IN.
EXGENO:	CLR	-(TEMP2)		;IF X IS ALREADY THERE, TAKE IT BACK.
EXGENP:	CLR	(TEMP2)+		;INSERT DUMMY'S SO DISPLAY WON'T SCREW UP.
	CLR	(TEMP2)+
	BR	EXGEND			;AND SEE IF ALL DONE.
	.PAGE
;
;		NOTE, ANY ADDITIONAL CRAP YOU WISH TO PUT
;		IN MAY GO HERE.
;
DRAWM2:	JSR	PC,DRAWMC		;THIS ROUTINE WILL THE CLOSE-UP
	CLR	DFUDGE			;VIEW OF THE MOON.
	MOV	LEFTEDGE,IN1		;PICK UP LEFT SIDE OF THE SCREEN.
	ASL	IN1
	ADD	#TERAIN,IN1		;GET POINTER TO LEFT Y.
	MOV	(IN1),TEMP		;GET LEFT Y.
	JSR	PC,DFAKE		;MAKE INTO GOOD RASTOR.
	TST	TEMP			;SEE IF ON THE SCREEN NOW.
	BPL	DRW2L5			;IF POSITIVE OK,
	CLR	TEMP			;ELSE ZERO IT OUT.
	BR	DRW2M
DRW2L5:	CMP	TEMP,#1024.		;SEE IF TOO BIG.
	BLO	DRW2M			;NOPE. OK
	MOV	#1023.,TEMP		;ELSE FIX IT UP.
DRW2M:	MOV	TEMP,(TEMP2)+		;INSERT STARTING Y INTO BUFFER.
	MOV	TEMP,LASTY		;ESTABLISH LAST Y POSITION NOW.
	MOV	#SETSVM,(TEMP2)+	;INSERT THE GRAPH PLOT MODE COMMAND <Y>.
DRW2L:	MOV	TEMP,-(SP)		;NOW GET Y(NEW) AND DELTA Y.
	MOV	(IN1)+,TEMP
	JSR	PC,DFAKE
	MOV	TEMP,IN2
	MOV	(SP)+,TEMP
	CLR	RET1			;CLEAR AWAY LEFT MOST PART FOR THE DIVIDE.
	MOV	IN1,-(SP)		;SAVE IN1 NOW.
	MOV	#12.,IN1		;PICK UP A TWELVE FOR THE DIVIDE.
	SUB	TEMP,IN2		;GET DELTA Y NOW.
	BPL	DRAW2G
	SUB	#6.,IN2
	NEG	IN2			;MAKE IN2 POSITIVE NOW.
	MOV	IN2,RET2		;MOVE OVER TO DIVISOR PART.
	JSR	PC,DIVTWO		;DIVIDE BY TWO NOW.
	NEG	RET2			;NEGATE THE ANSWER NOW.
	BR	DRAW2H
DRAW2G:	ADD	#6.,IN2
	MOV	IN2,RET2		;MOVE IT OVER NOW.
	JSR	PC,DIVTWO		;DO THE DIVISION NOW.
DRAW2H:	MOV	RET2,IN2		;MOVE OVER THE DELTA NOW.
	MOV	IN1,RET1		;ESTABLISH THE COUNT NOW.
	MOV	(SP)+,IN1		;RESTORE THE REGISTER NOW.
DRAW22:	INC	@#DFUDGE		;---<<INSTRUCTION CHANGED>>---
	CMP	DFUDGE,#3.
	BLT	DRAW2V
	MOV	(PC)+,@(PC)+
	DEC	@(PC)+
	.WORD	DRAW22
	BR	DRAW2W
DRAW2V:	CMP	DFUDGE,#-3.
	BGT	DRAW2W
	MOV	(PC)+,@(PC)+
	INC	@(PC)+
	.WORD	DRAW22
DRAW2W:	ADD	DFUDGE,TEMP		;PERTIBATE SURFACE NOW.
	ADD	IN2,TEMP		;UPDATE TEMP NOW.
	MOV	TEMP,-(SP)		;SAVE Y FOR A SECOND.
	JSR	PC,DRAWIC		;INSERT
	BR	DRAW2C			;STILL GOING.
	BR	DRAW2X			;GONE.
DRAW2C:	MOV	(SP)+,TEMP		;RECALL THE Y NOW.
	DEC	RET1			;SEE IF DONE WITH THE EIGHT.
	BGT	DRAW22			;NO.
	BR	DRW2L			;YES.
DRAW2X:	MOV	LEFTEDGE,RET1		;PICK UP LEFTEDGE AGAIN.
	MOV	#19.,(SP)		;PREPARE TO EXAMINE THE TERAIN NOW.
	MOV	#24.,IN1
	MOV	RET1,RET2		;SET UP TWO POINTERS NOW.
	ASL	RET2
	ADD	#TERAIN,RET2
DRAW2Y:	MOV	RET1,-(SP)		;PUSH FEATURE INDEX ONTO THE STACK.
	INC	RET1			;INCREMENT INDEX POINTER TO NEXT FEATURE.
	JSR	PC,GETFET		;GET THE FEATURE NOW.
	MOV	(SP)+,TEMP		;AND PUT IT IN A USEFUL REGISTER.
	ASL	TEMP			;MAKE IT INTO A GOOD INDEX.
	JSR	PC,@DRAWTB(TEMP)
	TST	(RET2)+			;BYPASS
	ADD	#48.,IN1
	DEC	(SP)
	BGT	DRAW2Y			;KEEP LOOKING NOW.
	TST	(SP)+			;ELSE UPDATE.
	MOV	#DISTOP,(TEMP2)+	;TERMINATE THE DISPLAY NOW.
	CLR	(TEMP2)
	JSR	PC,DRAWRS		;RESTORE THE REGISTERS.
	MOV	#MOONST,MOONGO		;START DISPLAYING THE MOON NOW.
	RTS	PC			;AND RETURN NOW.
	.PAGE
;
;		JUMP TABLE FOR THE VARIOUS KINDS OF
;		CRAP ONE IS LIKELY TO FIND ON THE MOON.
;
AHTAB:	.WORD	AHNONE			;HOW TO PROCESS THIS CRAP.
	.WORD	AHSP1
	.WORD	AHFLG
	.WORD	AHOLDS
	.WORD	AHOLDS
	.WORD	AHROCK
	.WORD	AHMAC
	.WORD	AHMAC
DRAWTB:	.WORD	DRAWRR			;0=NOTHING=RETURN.
	.WORD	OLDSHP			;1=OLD SPACE SHIP
	.WORD	FLAG			;2=PLANTED FLAG.
	.WORD	LEFTSP			;3=CRASHED SHIP ON LEFT SIDE.
	.WORD	RIGHTS			;4=CRASHED SHIP ON RIGHT SIDE.
	.WORD	ROCK			;5=A ROCK.
	.WORD	AHNONE			;6=LEFT OR RIGHT OF MAC'S. RETURN.
	.WORD	MACDON			;7=CENTER OF MAC'S. THIS COVERS 6.
DFAKE:	MOV	TEMP,-(SP)		;THIS ROUTINE FIGURES OUT
	ASL	TEMP			;Y*3/2/4 OR ((3*Y)/2)/4
	ADD	(SP)+,TEMP
	ASR	TEMP
	ASR	TEMP			;ALMOST THERE.
	ASR	TEMP
	ADD	#23.,TEMP		;AND THEN IT CORRECTS THE BASE
	RTS	PC			;SCREEN Y.
	.PAGE
;
;		THESE ROUTINES WILL DRAW OLD AND CRASHED SHIPS
;		ONE THE SURFACE OF THE MOON.
;
OLDSHP:	JSR	PC,DEADSP
	.WORD	0			;UPRIGHT
	.WORD	23.			;DISTANCE ABOVE SURFACE.
	.WORD	-24.			;LOWEST POINT TO DRAW.
LEFTSP:	JSR	PC,DEADSP		;LEFT TILTED SHIP.
	.WORD	-90.
	.WORD	16.
	.WORD	-18.
RIGHTS:	JSR	PC,DEADSP
	.WORD	90.
	.WORD	16.
	.WORD	-18.
DEADSP:	CMP	TEMP2,#MOONEN-102.	;SEE IF ENOUGH ROOM FOR THE SHIP.
	BHI	DEADBY			;NOPE. EXIT.
	MOV	IN2,-(SP)
	MOV	RET1,-(SP)
	MOV	RET2,-(SP)
	MOV	TEMP,-(SP)
	MOV	IN1,-(SP)
	MOV	10.(SP),IN1		;PICK UP OLD PC.
	MOV	#SETPNT,(TEMP2)+	;SET POINT MODE.
	MOV	(SP),(TEMP2)+		;MOV OVER THE X NOW.
	MOV	ANGLE,-(SP)		;PUSH DOWN THE OLD ANGLE.
	MOV	(RET2),TEMP		;PICK UP A Y.
	JSR	PC,DFAKE
	MOV	TEMP,-(SP)
	MOV	2(RET2),TEMP		;NEXT Y.
	JSR	PC,DFAKE
	ADD	(SP)+,TEMP
	ASR	TEMP			;AVERAGE OF THE Y'S, WHICH IS CENTER.
	MOV	(IN1)+,ANGLE		;MOVE OVER THE CALLER'S ANGLE NOW.
	ADD	(IN1)+,TEMP		;AND CENTER THE SHIP.
	MOV	(IN1),LOWY		;AND SET THE LOW Y ALL AT THE SAME TIME.
	MOV	TEMP,(TEMP2)+		;INSERT THE Y NOW.
	CMP	(RET2),2(RET2)		;SEE WHICH Y IS BIGGER.
	BEQ	DEADOK
	BHI	DEADPL
	ADD	#-22.,ANGLE
	BR	DEADOK
DEADPL:	ADD	#22.,ANGLE
DEADOK:	JSR	PC,TRIG			;FIGURE OUT SINES AND COSINES.
	MOV	TEMP2,IN2
	MOV	#DESIGN,IN1		;SET UP DRAW CALL.
	JSR	PC,DRAW			;DRAW THE SHIP NOW.
	CLR	-(TEMP2)		;REMOVE THE DISPLAY STOP INSTRUCTION.
	CLR	-(TEMP2)
	MOV	(SP)+,ANGLE		;RESTORE THE ANGLE.
	JSR	PC,TRIG			;AND THE VALUES.
	MOV	(SP)+,IN1		;POP THE VALUES NOW.
	MOV	(SP)+,TEMP
	MOV	(SP)+,RET2
	MOV	(SP)+,RET1
	MOV	(SP)+,IN2
	TST	(SP)+			;IGNORE ORIGINAL CALL.
DEADBY:	RTS	PC			;AND RETURN NOW.
	.PAGE
;
;		THIS ROUTINE WILL PLANT AN AMERICAN FLAG ON THE MOON.
;
FLAG:	CMP	TEMP2,#MOONEN-FLAGEN+FLAGL-6	;SEE IF FLAG CAN FIT.
	BHI	ROCKRT			;NOPE. NO ROOM. DO NOT INSERT IT
	MOV	IN1,FLAGX
	MOV	(RET2),TEMP
	JSR	PC,DFAKE		;GET THE Y'S
	MOV	TEMP,IN2
	MOV	2(RET2),TEMP
	JSR	PC,DFAKE
	ADD	IN2,TEMP
	ASR	TEMP
	MOV	TEMP,FLAGY
	MOV	#FLAGL,IN2		;NOW FAKE OUT A ROUTINE.
	BR	ROCKLP			;AND NOW ENTER ROCK PUTTER.
	.PAGE
;
;		THIS ROUTINE WILL DRAW A ROCK ON THE MOON.
;
ROCK:	CMP	TEMP2,#MOONEN-ROCKEN+ROCKL-6	;SEE IF THE ROCK CAN FIT.
	BHI	ROCKRT			;CAN'T FIT NOW.
	MOV	IN1,ROCKX		;SAVE THE ROCK'S X AND Y POINT.
	MOV	(RET2),TEMP		;AFTER FUDGING Y.
	JSR	PC,DFAKE
	MOV	TEMP,IN2
	MOV	2(RET2),TEMP
	JSR	PC,DFAKE
	ADD	IN2,TEMP
	ASR	TEMP
	MOV	TEMP,ROCKY		;SAVE IT AWAY NOW.
	MOV	#ROCKL,IN2		;PICK UP POINTER TO PROTOTYPE ROCK.
ROCKLP:	MOV	(IN2)+,TEMP
	CMP	TEMP,#DISTOP		;DONE?
	BEQ	ROCKRT			;YES.
	MOV	TEMP,(TEMP2)+		;NO. PUT AWAY NOW.
	BR	ROCKLP
ROCKRT:	RTS	PC			;RETURN NOW.
MACDON:	TST	MACTHR			;IS MACDONALD'S STILL IN EXISTANCE.
	BEQ	MACEX			;NO. EXIT.
	CMP	IN1,#25.		;IT IS. ARE WE CENTERED ENOUGH
	BLE	MACEX			;TO DRAW IT. NO. TO FAR LEFT.
	CMP	IN1,#880.
	BGE	MACEX			;NO. TO FAR TO THE RIGHT.
	MOV	2(RET2),TEMP		;PICK UP RIGHT Y NOW.
	CMP	(RET2),TEMP		;AND SEE IF IT'S SMALLER THAN LEFT Y.
	BGE	MACB1			;IT IS.
	MOV	(RET2),TEMP		;IT ISN'T. PICK SMALLEST Y NOW.
MACB1:	JSR	PC,DFAKE		;GET SCREEN COORDINATES NOW.
	MOV	TEMP,MACY		;SAVE AWAY THE Y
	MOV	IN1,MACX		;AND THE X ALSO.
	MOV	SP,MACON		;AND SET THE MAC IS DRAWN FLAG.
	MOV	#DISTOP,(TEMP2)+	;AND PLACE CALL TO IT IN THE BUFFER.
	MOV	#MACS,(TEMP2)+
MACEX:	RTS	PC			;AND RETURN NOW. SIMPLE, ISN'T IT.
	.PAGE
;
;	THESE ARE SOME MISC MULTIPLY ROUTINES (AND DIVIDE) WHICH
;	ARE NECESSARY FOR THE SMOOTH OPERATION OF THE SYSTEM.
;
MULTWO:	CLR	RET2			;CLEAR LOW ORDER RETURN VALUE.
	CMP	IN2,IN1			;SEE WHICH ONE IS SMALLER.
	BHIS	MULT1L			;IN1 IS SMALLER (AS EXPECTED).
	MOV	IN2,RET1		;PLACE IN2 IN RET1, AND
	BEQ	MULTDN			;IF ZERO, EXIT. ELSE THEN PLACE
	MOV	IN1,IN2			;IN1 IN IN2. <INVERT>.
	CLC				;CLEAR THE CARRY BEFORE WE BLOW IT!
	BR	MULTCM			;AND START MULTIPLY GOING.
MULT1L:	MOV	IN1,RET1		;MOVE OVER IN1, BECAUSE IT IS SMALLEST.
	BEQ	MULTDN			;IF IT'S ZERO, THEN WE ARE DONE.
MULTCM:	ROL	RET1			;ROTATE MULTIPLIER ONE PLACE.
	BCS	ADD16			;AND START MULTIPLY WHEN SET.
	ROL	RET1			;ROTATE MULTIPLIER ONE PLACE.
	BCS	ADD15			;AND START MULTIPLY WHEN SET.
	ROL	RET1			;ROTATE MULTIPLIER ONE PLACE.
	BCS	ADD14			;AND START MULTIPLY WHEN SET.
	ROL	RET1			;ROTATE MULTIPLIER ONE PLACE.
	BCS	ADD13			;AND START MULTIPLY WHEN SET.
	ROL	RET1			;ROTATE MULTIPLIER ONE PLACE.
	BCS	ADD12			;AND START MULTIPLY WHEN SET.
	ROL	RET1			;ROTATE MULTIPLIER ONE PLACE.
	BCS	ADD11			;AND START MULTIPLY WHEN SET.
	ROL	RET1			;ROTATE MULTIPLIER ONE PLACE.
	BCS	ADD10			;AND START MULTIPLY WHEN SET.
	ROL	RET1			;ROTATE MULTIPLIER ONE PLACE.
	BCS	ADD9			;AND START MULTIPLY WHEN SET.
	ROL	RET1			;ROTATE MULTIPLIER ONE PLACE.
	BCS	ADD8			;AND START MULTIPLY WHEN SET.
	ROL	RET1			;ROTATE MULTIPLIER ONE PLACE.
	BCS	ADD7			;AND START MULTIPLY WHEN SET.
	ROL	RET1			;ROTATE MULTIPLIER ONE PLACE.
	BCS	ADD6			;AND START MULTIPLY WHEN SET.
	ROL	RET1			;ROTATE MULTIPLIER ONE PLACE.
	BCS	ADD5			;AND START MULTIPLY WHEN SET.
	ROL	RET1			;ROTATE MULTIPLIER ONE PLACE.
	BCS	ADD4			;AND START MULTIPLY WHEN SET.
	ROL	RET1			;ROTATE MULTIPLIER ONE PLACE.
	BCS	ADD3			;AND START MULTIPLY WHEN SET.
	ROL	RET1			;ROTATE MULTIPLIER ONE PLACE.
	BCS	ADD2			;AND START MULTIPLY WHEN SET.
	CLR	RET1			;RET1 MUST BE 100000, BECAUSE
	MOV	IN2,RET2		;IF WE GOT HERE, THEN IT MUST
MULTDN:	RTS	PC			;BE A MULTIPLY BY 1.
ADD16:	MOV	IN2,RET2		;IF A BIGGY, JUST MOVE OVER CRAP.
	ASL	RET2			;OK, NOW LET'S SHIFT AND START GOING.
	ROL	RET1			;DO NEXT BIT NOW. OK TO MULT?
	BCC	NADD15			;NO. BYPASS THE ADD NOW.
ADD15:	ADD	IN2,RET2		;BIT ON. ADD IN MULTIPLICAND.
	ADC	RET1			;DON'T FORGET ABOUT ADDING IN CARRY.
NADD15:	ASL	RET2			;ALL DONE WITH PREV. OPER.
	ROL	RET1			;DO NEXT BIT NOW. OK TO MULT?
	BCC	NADD14			;NO. BYPASS THE ADD NOW.
ADD14:	ADD	IN2,RET2		;BIT ON. ADD IN MULTIPLICAND.
	ADC	RET1			;DON'T FORGET ABOUT ADDING IN CARRY.
NADD14:	ASL	RET2			;ALL DONE WITH PREV. OPER.
	ROL	RET1			;DO NEXT BIT NOW. OK TO MULT?
	BCC	NADD13			;NO. BYPASS THE ADD NOW.
ADD13:	ADD	IN2,RET2		;BIT ON. ADD IN MULTIPLICAND.
	ADC	RET1			;DON'T FORGET ABOUT ADDING IN CARRY.
NADD13:	ASL	RET2			;ALL DONE WITH PREV. OPER.
	ROL	RET1			;DO NEXT BIT NOW. OK TO MULT?
	BCC	NADD12			;NO. BYPASS THE ADD NOW.
ADD12:	ADD	IN2,RET2		;BIT ON. ADD IN MULTIPLICAND.
	ADC	RET1			;DON'T FORGET ABOUT ADDING IN CARRY.
NADD12:	ASL	RET2			;ALL DONE WITH PREV. OPER.
	ROL	RET1			;DO NEXT BIT NOW. OK TO MULT?
	BCC	NADD11			;NO. BYPASS THE ADD NOW.
ADD11:	ADD	IN2,RET2		;BIT ON. ADD IN MULTIPLICAND.
	ADC	RET1			;DON'T FORGET ABOUT ADDING IN CARRY.
NADD11:	ASL	RET2			;ALL DONE WITH PREV. OPER.
	ROL	RET1			;DO NEXT BIT NOW. OK TO MULT?
	BCC	NADD10			;NO. BYPASS THE ADD NOW.
ADD10:	ADD	IN2,RET2		;BIT ON. ADD IN MULTIPLICAND.
	ADC	RET1			;DON'T FORGET ABOUT ADDING IN CARRY.
NADD10:	ASL	RET2			;ALL DONE WITH PREV. OPER.
	ROL	RET1			;DO NEXT BIT NOW. OK TO MULT?
	BCC	NADD9			;NO. BYPASS THE ADD NOW.
ADD9:	ADD	IN2,RET2		;BIT ON. ADD IN MULTIPLICAND.
	ADC	RET1			;DON'T FORGET ABOUT ADDING IN CARRY.
NADD9:	ASL	RET2			;ALL DONE WITH PREV. OPER.
	ROL	RET1			;DO NEXT BIT NOW. OK TO MULT?
	BCC	NADD8			;NO. BYPASS THE ADD NOW.
ADD8:	ADD	IN2,RET2		;BIT ON. ADD IN MULTIPLICAND.
	ADC	RET1			;DON'T FORGET ABOUT ADDING IN CARRY.
NADD8:	ASL	RET2			;ALL DONE WITH PREV. OPER.
	ROL	RET1			;DO NEXT BIT NOW. OK TO MULT?
	BCC	NADD7			;NO. BYPASS THE ADD NOW.
ADD7:	ADD	IN2,RET2		;BIT ON. ADD IN MULTIPLICAND.
	ADC	RET1			;DON'T FORGET ABOUT ADDING IN CARRY.
NADD7:	ASL	RET2			;ALL DONE WITH PREV. OPER.
	ROL	RET1			;DO NEXT BIT NOW. OK TO MULT?
	BCC	NADD6			;NO. BYPASS THE ADD NOW.
ADD6:	ADD	IN2,RET2		;BIT ON. ADD IN MULTIPLICAND.
	ADC	RET1			;DON'T FORGET ABOUT ADDING IN CARRY.
NADD6:	ASL	RET2			;ALL DONE WITH PREV. OPER.
	ROL	RET1			;DO NEXT BIT NOW. OK TO MULT?
	BCC	NADD5			;NO. BYPASS THE ADD NOW.
ADD5:	ADD	IN2,RET2		;BIT ON. ADD IN MULTIPLICAND.
	ADC	RET1			;DON'T FORGET ABOUT ADDING IN CARRY.
NADD5:	ASL	RET2			;ALL DONE WITH PREV. OPER.
	ROL	RET1			;DO NEXT BIT NOW. OK TO MULT?
	BCC	NADD4			;NO. BYPASS THE ADD NOW.
ADD4:	ADD	IN2,RET2		;BIT ON. ADD IN MULTIPLICAND.
	ADC	RET1			;DON'T FORGET ABOUT ADDING IN CARRY.
NADD4:	ASL	RET2			;ALL DONE WITH PREV. OPER.
	ROL	RET1			;DO NEXT BIT NOW. OK TO MULT?
	BCC	NADD3			;NO. BYPASS THE ADD NOW.
ADD3:	ADD	IN2,RET2		;BIT ON. ADD IN MULTIPLICAND.
	ADC	RET1			;DON'T FORGET ABOUT ADDING IN CARRY.
NADD3:	ASL	RET2			;ALL DONE WITH PREV. OPER.
	ROL	RET1			;DO NEXT BIT NOW. OK TO MULT?
	BCC	NADD2			;NO. BYPASS THE ADD NOW.
ADD2:	ADD	IN2,RET2		;BIT ON. ADD IN MULTIPLICAND.
	ADC	RET1			;DON'T FORGET ABOUT ADDING IN CARRY.
NADD2:	ASL	RET2			;ALL DONE WITH PREV. OPER.
	ROL	RET1			;DO NEXT BIT NOW. OK TO MULT?
	BCC	NADD1			;NO. BYPASS THE ADD NOW.
	ADD	IN2,RET2		;BIT ON. ADD IN MULTIPLICAND.
	ADC	RET1			;DON'T FORGET ABOUT ADDING IN CARRY.
NADD1:	RTS	PC			;AND RETURN WHEN DONE.
	.PAGE
;
;		THIS ROUTINE WILL MULTIPLY TWO SIGNED NUMBERS.
;
SGNMUL:	TST	IN1			;GET SIGN OF THE FIRST ARGUMENT.
	BPL	SGNMP1			;IT'S OK.
	NEG	IN1			;NOT OK.
	TST	IN2			;HOW ABOUT SECOND.
	BPL	SGNMP2			;IT'S POSITIVE.
	NEG	IN2			;BOTH NEGATIVE=POSITIVE.
SGNMP3:	JSR	PC,MULTWO		;MULTIPLY THEM OUT.
	RTS	PC			;AND RETURN NOW.
SGNMP1:	TST	IN2			;TEST SIGN OF THE SECOND ONE.
	BPL	SGNMP3			;IT'S ALSO POSITIVE. DO MULTIPLY.
	NEG	IN2			;ELSE NEGATE IT, ANDINVERT ANSWER.
SGNMP2:	JSR	PC,MULTWO		;MULTIPLY THEM OUT.
	NEG	RET2			;AND DO A DOUBLE PRECISION NEGATE.
	ADC	RET1
	NEG	RET1
	RTS	PC			;AND THEN RETURN. ALL IS WELL.
TRGMUL:	JSR	PC,SGNMUL
	ASL	RET2			;FUDGE THE RETURN ANSWER NOW.
	ROL	RET1
	ASL	RET2
	ROL	RET1
	RTS	PC
	.PAGE
;
;		THIS ROUTINE WILL DIVIDE RET1-RET2 BY IN1 AND LEAVE THE
;		ANSWER IN RET2. DOES IT BY 16 SUBTRACTIONS. CRUDE BUT FAST.
;
DIVTWO:	ASL	RET2			;WE FORBID LEFT-MOST BIT TO BE ON.
	ROL	RET1
	SUB	IN1,RET1		;SEE IF IT FITS.
	BPL	DVOKA			;IT FITS. GENERATE A "1".
DVBADA:	ASL	RET2			;NOT YET. PUT IN A ZERO.
	ROL	RET1			;AND PICK UP THE NEXT BIT.
	ADD	IN1,RET1		;2*(Y-X)+X=2*Y-X.
	BPL	DVOKB			;IT FITS. GENERATE A "1".
DVBADB:	ASL	RET2			;NOT YET. PUT IN A ZERO.
	ROL	RET1			;AND PICK UP THE NEXT BIT.
	ADD	IN1,RET1		;2*(Y-X)+X=2*Y-X.
	BPL	DVOKC			;IT FITS. GENERATE A "1".
DVBADC:	ASL	RET2			;NOT YET. PUT IN A ZERO.
	ROL	RET1			;AND PICK UP THE NEXT BIT.
	ADD	IN1,RET1		;2*(Y-X)+X=2*Y-X.
	BPL	DVOKD			;IT FITS. GENERATE A "1".
DVBADD:	ASL	RET2			;NOT YET. PUT IN A ZERO.
	ROL	RET1			;AND PICK UP THE NEXT BIT.
	ADD	IN1,RET1		;2*(Y-X)+X=2*Y-X.
	BPL	DVOKE			;IT FITS. GENERATE A "1".
DVBADE:	ASL	RET2			;NOT YET. PUT IN A ZERO.
	ROL	RET1			;AND PICK UP THE NEXT BIT.
	ADD	IN1,RET1		;2*(Y-X)+X=2*Y-X.
	BPL	DVOKF			;IT FITS. GENERATE A "1".
DVBADF:	ASL	RET2			;NOT YET. PUT IN A ZERO.
	ROL	RET1			;AND PICK UP THE NEXT BIT.
	ADD	IN1,RET1		;2*(Y-X)+X=2*Y-X.
	BPL	DVOKG			;IT FITS. GENERATE A "1".
DVBADG:	ASL	RET2			;NOT YET. PUT IN A ZERO.
	ROL	RET1			;AND PICK UP THE NEXT BIT.
	ADD	IN1,RET1		;2*(Y-X)+X=2*Y-X.
	BPL	DVOKH			;IT FITS. GENERATE A "1".
DVBADH:	ASL	RET2			;NOT YET. PUT IN A ZERO.
	ROL	RET1			;AND PICK UP THE NEXT BIT.
	ADD	IN1,RET1		;2*(Y-X)+X=2*Y-X.
	BPL	DVOKI			;IT FITS. GENERATE A "1".
DVBADI:	ASL	RET2			;NOT YET. PUT IN A ZERO.
	ROL	RET1			;AND PICK UP THE NEXT BIT.
	ADD	IN1,RET1		;2*(Y-X)+X=2*Y-X.
	BPL	DVOKJ			;IT FITS. GENERATE A "1".
DVBADJ:	ASL	RET2			;NOT YET. PUT IN A ZERO.
	ROL	RET1			;AND PICK UP THE NEXT BIT.
	ADD	IN1,RET1		;2*(Y-X)+X=2*Y-X.
	BPL	DVOKK			;IT FITS. GENERATE A "1".
DVBADK:	ASL	RET2			;NOT YET. PUT IN A ZERO.
	ROL	RET1			;AND PICK UP THE NEXT BIT.
	ADD	IN1,RET1		;2*(Y-X)+X=2*Y-X.
	BPL	DVOKL			;IT FITS. GENERATE A "1".
DVBADL:	ASL	RET2			;NOT YET. PUT IN A ZERO.
	ROL	RET1			;AND PICK UP THE NEXT BIT.
	ADD	IN1,RET1		;2*(Y-X)+X=2*Y-X.
	BPL	DVOKM			;IT FITS. GENERATE A "1".
DVBADM:	ASL	RET2			;NOT YET. PUT IN A ZERO.
	ROL	RET1			;AND PICK UP THE NEXT BIT.
	ADD	IN1,RET1		;2*(Y-X)+X=2*Y-X.
	BPL	DVOKN			;IT FITS. GENERATE A "1".
DVBADN:	ASL	RET2			;NOT YET. PUT IN A ZERO.
	ROL	RET1			;AND PICK UP THE NEXT BIT.
	ADD	IN1,RET1		;2*(Y-X)+X=2*Y-X.
	BPL	DVOKO			;IT FITS. GENERATE A "1".
DVBADO:	ASL	RET2			;NOT YET. PUT IN A ZERO.
	ROL	RET1			;AND PICK UP THE NEXT BIT.
	ADD	IN1,RET1		;2*(Y-X)+X=2*Y-X.
	BPL	DVOKP			;IT FITS. GENERATE A "1".
DVBADP:	ADD	IN1,RET1		;ON LAST FAIL, ADD BACK IN TO GET A
	RTS	PC			;CORRECT REMAINDER, AND THEN EXIT.
DVOKA:	INC	RET2			;SUBTRACTION IS GOOD. INSERT A "1".
	ASL	RET2			;NOW CHECK THE NEXT ONE.
	ROL	RET1			;TO SEE IF IT GOES.
	SUB	IN1,RET1
	BMI	DVBADB			;GOES NOT GO. INSERT A ZERO AND START ADDING.
DVOKB:	INC	RET2			;SUBTRACTION IS GOOD. INSERT A "1".
	ASL	RET2			;NOW CHECK THE NEXT ONE.
	ROL	RET1			;TO SEE IF IT GOES.
	SUB	IN1,RET1
	BMI	DVBADC			;GOES NOT GO. INSERT A ZERO AND START ADDING.
DVOKC:	INC	RET2			;SUBTRACTION IS GOOD. INSERT A "1".
	ASL	RET2			;NOW CHECK THE NEXT ONE.
	ROL	RET1			;TO SEE IF IT GOES.
	SUB	IN1,RET1
	BMI	DVBADD			;GOES NOT GO. INSERT A ZERO AND START ADDING.
DVOKD:	INC	RET2			;SUBTRACTION IS GOOD. INSERT A "1".
	ASL	RET2			;NOW CHECK THE NEXT ONE.
	ROL	RET1			;TO SEE IF IT GOES.
	SUB	IN1,RET1
	BMI	DVBADE			;GOES NOT GO. INSERT A ZERO AND START ADDING.
DVOKE:	INC	RET2			;SUBTRACTION IS GOOD. INSERT A "1".
	ASL	RET2			;NOW CHECK THE NEXT ONE.
	ROL	RET1			;TO SEE IF IT GOES.
	SUB	IN1,RET1
	BMI	DVBADF			;GOES NOT GO. INSERT A ZERO AND START ADDING.
DVOKF:	INC	RET2			;SUBTRACTION IS GOOD. INSERT A "1".
	ASL	RET2			;NOW CHECK THE NEXT ONE.
	ROL	RET1			;TO SEE IF IT GOES.
	SUB	IN1,RET1
	BMI	DVBADG			;GOES NOT GO. INSERT A ZERO AND START ADDING.
DVOKG:	INC	RET2			;SUBTRACTION IS GOOD. INSERT A "1".
	ASL	RET2			;NOW CHECK THE NEXT ONE.
	ROL	RET1			;TO SEE IF IT GOES.
	SUB	IN1,RET1
	BMI	DVBADH			;GOES NOT GO. INSERT A ZERO AND START ADDING.
DVOKH:	INC	RET2			;SUBTRACTION IS GOOD. INSERT A "1".
	ASL	RET2			;NOW CHECK THE NEXT ONE.
	ROL	RET1			;TO SEE IF IT GOES.
	SUB	IN1,RET1
	BMI	DVBADI			;GOES NOT GO. INSERT A ZERO AND START ADDING.
DVOKI:	INC	RET2			;SUBTRACTION IS GOOD. INSERT A "1".
	ASL	RET2			;NOW CHECK THE NEXT ONE.
	ROL	RET1			;TO SEE IF IT GOES.
	SUB	IN1,RET1
	BMI	DVBADJ			;GOES NOT GO. INSERT A ZERO AND START ADDING.
DVOKJ:	INC	RET2			;SUBTRACTION IS GOOD. INSERT A "1".
	ASL	RET2			;NOW CHECK THE NEXT ONE.
	ROL	RET1			;TO SEE IF IT GOES.
	SUB	IN1,RET1
	BMI	DVBADK			;GOES NOT GO. INSERT A ZERO AND START ADDING.
DVOKK:	INC	RET2			;SUBTRACTION IS GOOD. INSERT A "1".
	ASL	RET2			;NOW CHECK THE NEXT ONE.
	ROL	RET1			;TO SEE IF IT GOES.
	SUB	IN1,RET1
	BMI	DVBADL			;GOES NOT GO. INSERT A ZERO AND START ADDING.
DVOKL:	INC	RET2			;SUBTRACTION IS GOOD. INSERT A "1".
	ASL	RET2			;NOW CHECK THE NEXT ONE.
	ROL	RET1			;TO SEE IF IT GOES.
	SUB	IN1,RET1
	BMI	DVBADM			;GOES NOT GO. INSERT A ZERO AND START ADDING.
DVOKM:	INC	RET2			;SUBTRACTION IS GOOD. INSERT A "1".
	ASL	RET2			;NOW CHECK THE NEXT ONE.
	ROL	RET1			;TO SEE IF IT GOES.
	SUB	IN1,RET1
	BMI	DVBADN			;GOES NOT GO. INSERT A ZERO AND START ADDING.
DVOKN:	INC	RET2			;SUBTRACTION IS GOOD. INSERT A "1".
	ASL	RET2			;NOW CHECK THE NEXT ONE.
	ROL	RET1			;TO SEE IF IT GOES.
	SUB	IN1,RET1
	BMI	DVBADO			;GOES NOT GO. INSERT A ZERO AND START ADDING.
DVOKO:	INC	RET2			;SUBTRACTION IS GOOD. INSERT A "1".
	ASL	RET2			;NOW CHECK THE NEXT ONE.
	ROL	RET1			;TO SEE IF IT GOES.
	SUB	IN1,RET1
	BMI	DVBADP			;GOES NOT GO. INSERT A ZERO AND START ADDING.
DVOKP:	INC	RET2			;LAST SUBTRACTION SUCCESSFULL.
DVOKX:	RTS	PC			;INSERT A "1" AND RETURN. ALL IS WELL.
	.PAGE
;
;		THIS IS THE CLOCK INTERUPT ROUTINE.
;
TIMER:	BIS	#100,LKS		;JUST MAKE SURE CLOCK IS STILL GOING.
	INC	TICKS			;UPDATE CLOCKS.
	INC	TIME			;INCREMENT BOTH CLOCKS.
	BIT	#17,TIME			;SEE IF IT'S TIME TO CLEAR ARROWS.
	BNE	TIMERT			;NOPE. EXIT.
	CLR	DLIST1			;YES. CLEAR THEM.
	CLR	DLIST2
TIMERT:	RTI				;AND RETURN NOW.
	.PAGE
;
;					THIS IS THE DELAY ROUTINE.
;			IT WILL WAIT "N" SECONDS BEFORE RESTARTING THE SYSTEM.
;
DELAY:	MOV	#DISTOP,LPSW		;IF DELAYED CALLED, TURN OFF LOW FUEL MESSAGE.
	MOV	@0(SP),IN1		;PICK UP THE TIME.
	MOV	TIME,IN2		;GET CURRENT TIME.
	MOV	IN1,RET1		;MOVE OVER TIME REQUESTED.
	BPL	DELAY1			;IF POSITIVE, IT'S ALRIGHT.
	NEG	IN1			;ELSE NEGATE IT NOW.
DELAY1:	ADD	#CLKFRQ,IN2		;CALCULATE FUTURE TIME
	DEC	IN1			;WAIT TILL MULTIPLICATION IS DONE.
	BGT	DELAY1
DELAY2:	WAIT				;WAIT FOR AN INTERUPT TO OCCUR.
	JSR	PC,DIAL			;WHILE WAITING, DISPLAY THE USER'S DATA.
	CMP	IN2,TIME		;CHECK THE TIMES NOW.
	BHI	DELAY2
	ADD	#2,(SP)			;UPDATE THE RETURN PC NOW.
	TST	RET1			;TEST SIGN OF THE WAIT.
	BMI	DVOKX			;IF NEGATIVE, THEN RETURN.
	JMP	RESTART			;ELSE RESTART THE SYSTEM.
	.PAGE
;
;	THIS IS THE START OF THE DISPLAY SECTION. PLEASE BE MERICFUL.
;
DISPLY:	MOV	IN1,-(SP)		;COMES HERE ON AN INTERUPT.
	MOV	IN2,-(SP)
	MOV	DSTACK,IN1		;PICK UP OLD STACK.
	MOV	@DPC,IN2		;FIND OUT WHY WE STOPPED.
	BEQ	DSUBRT			;DISPLAY SUBROUTINE RETURN.
	MOV	DPC,-(IN1)		;SUBROUTINE CALL. PUSH RETURN DPC ON STACK.
	ADD	#2,(IN1)		;AND FUDGE PAST POINTER.
	MOV	#GOTSUB,-(IN1)		;AND PUSH RETURN ADDRESS ONTO STACK.
DISRT:	CMP	(IN2),#DISTOP		;SEE IF WHERE HE WANTS TO START IS
	BNE	DISRST			;ANOTHER SUBROUTINE CALL.
	TST	2(IN2)			;IF IT IS, THEN FIGURE OUT WHETHER
	BEQ	DSUBRT			;TO RETURN OR GO DOWN ONE LEVEL.
	MOV	IN2,-(IN1)		;PUSH NEXT DPC ONTO STACK.
	ADD	#4,(IN1)		;AND FUDGE IT UP A BIT.
	MOV	#GOTSUB,-(IN1)		;PUT ADDRESS ONTO STACK.
	MOV	2(IN2),IN2		;UPDATE NEW PC NOW.
	BR	DISRT			;AND LOOP AGAIN.
DISRST:	MOV	IN1,DSTACK		;SAVE THE STACK NOW.
	MOV	IN2,DPC			;START THE DISPLAY GOING NOW.
	MOV	(SP)+,IN2		;RESTORE SAVED REGISTERS.
	MOV	(SP)+,IN1
	RTI				;AND RETURN NOW.
DSUBRT:	MOV	(IN1)+,PC		;GO TO SUBROUTINE NOW.
GOTSUB:	MOV	(IN1)+,IN2		;PICK UP OLD DPC
	BR	DISRT			;AND RESTART AND CONTINUE.
DTOP:	INC	DNUM			;THIS ROUTINE GOES DOWN THE MASTER LIST.
DTOP2:	MOV	DNUM,IN2
	ASL	IN2			;MAKE INTO A GOOD INDEX.
	MOV	DLIST(IN2),IN2
	BNE	DTOPOK			;IT'S OK TO START NOW.
	CLR	DNUM			;AT BOTTOM. LOOP.
	BR	DTOP2
DTOPOK:	MOV	#DTOP,STACKD
	MOV	#STACKD,IN1
	BR	DISRT
	.PAGE
;
;		LIGHT PEN HIT ROUTINE.
;
LIGHT:	MOV	IN1,-(SP)
	MOV	IN2,-(SP)		;SAVE REGISTERS NOW.
	MOV	DNUM,IN2		;PICK UP THE INDEXED NUMBER NOW.
	CMP	IN2,OLDHIT		;SEE IF INDEX IS SAME AS PREVIOUS.
	BEQ	LIGHTG			;YES. MAYBE WE CAN PROCESS IT.
	MOV	#15.,HITCNT		;NOT SAME. SET UP HIT COUNTER
	MOV	IN2,OLDHIT		;AND THE OLD REGISTER  NOW.
	BR	LPRESM			;AND EXIT NOW.
LIGHTG:	DEC	HITCNT			;HAVE WE BEEN HIT ENOUGH?
	BPL	LPRESM			;NO. GET OUT NOW.
	ASL	IN2			;ELSE SHIFT THE INDEX OVER
	JMP	@LPTAB(IN2)		;AND GO PROCESS INTERUPT.
	.PAGE
;
;		THIS ROUTINE IS CALLED WHENEVER THE LIGHT PEN HITS
;		THE THROTTLE BAR.
;
LPBARH:	MOV	YSR,IN2			;GET THE Y COORDINATE.
	BIC	#-2000,IN2		;MAKE IT JUST 10 BITS.
	ADD	#BARADD,IN2		;ADD FUDGE FACTOR NOW.
	MOV	LPBARY,IN1		;PICK UP OLD Y NOW.
	ASL	IN1			;AND MULTIPLY IT BY 8.
	ASL	IN1
	ASL	IN1
	SUB	LPBARY,IN1		;WE REALLY ONLY WANTED 7.
	ADD	IN1,IN2			;NOW MAKE IT 7*OLD+NEW Y.
	ASR	IN2
	ASR	IN2
	ASR	IN2			;NOW AVERAGE IT OUT.
	MOV	IN2,LPBARY		;SAVE THE Y VALUE NOW.
	SUB	#BARFDG,IN2		;SUBTRACT BASE Y NOW.
	ASR	IN2			;DIVIDE BY TWO.
	CMP	IN2,#MINTRS		;COMPARE AGAINST MINIMUM THRUST.
	BPL	LPBARP			;GREATER OR EQUAL. IT'S OK.
	MOV	#MINTRS,IN2		;ELSE SET TO THE MINIMUM THRUST.
LPBARP:	CMP	#100.,IN2		;LIKEWISE IF GREATER THEN 100, MAKE
	BGE	LPBARQ			;IT ONLY 100.
	MOV	#100.,IN2
LPBARQ:	MOV	IN2,PERCNT		;SAVE AWAY THE VALUE NOW.
LPRESM:	BIS	#1,DPC			;RESUME THE DISPLAY NOW.
	MOV	(SP)+,IN2		;RESTORE THE REGISTERS NOW.
	MOV	(SP)+,IN1		;AND THEN EXIT.
	RTI
LPIT1:	MOV	DLIST(IN2),IN2		;GET POINTER TO USER'S DISPAY ITEM.
	MOV	LPFLG1,IN1		;AND PICK UP PREVIOUS ITEM NOW.
	BEQ	LPIT1P			;IF ZERO, NO PREVIOUS BLINKING.
	BIC	#10,2(IN1)		;ELSE CLEAR OUT THE BLINK BITS.
LPIT1P:	MOV	IN2,LPFLG1		;SAVE IT AWAY FOR DISPLAY TRANSFER.
	BIS	#30,2(IN2)		;SET IT BLINKING NOW.
	BR	LPRESM			;AND RESUME THE DISPLAY NOW.
LPIT2:	MOV	LPFLG1,IN1		;GET HIS POINTER.
	BEQ	LPRESM			;NONE SPECIFIED.
	CLR	LPFLG1			;CLEAR POINTER NOW.
	MOV	IN1,DIALTB-LPBASE+DLIST(IN2)	;CHANGE OUR POINTER NOW.
	BIC	#10,2(IN1)		;AND CLEAR THE BLINK FLAG NOW.
	BR	LPRESM			;AND RESUME THE DISPLAY NOW.
ARROW:	MOV	DLIST(IN2),IN2		;ON ARROW HIT, COME HERE. PICK UP ADDRESS.
	MOV	-2(IN2),TURN		;AND MOVE OVER RATE OF TURN.
	MOV	IN2,DLIST1		;AND ALSO MAKE IT BRIGHTER.
	MOV	IN2,DLIST2
	BR	LPRESM			;AND RESUME NOW.
	.PAGE
;
;		DISPLAY POINTERS.
;
LPBASE:
DLIST:	.WORD	DITEM1
	.WORD	DITEM2
	.WORD	DITEM3
	.WORD	DITEM4
	.WORD	ITEME1
	.WORD	ITEME2
	.WORD	ITEME3
	.WORD	ITEME4
	.WORD	ITEME5
	.WORD	ITEME6
	.WORD	ITEME7
	.WORD	ITEME8
	.WORD	ITEME9
	.WORD	ITEMET
	.WORD	ITEMEE
	.WORD	ITEMES
	.WORD	DRWSHP
	.WORD	ONFIRE
	.WORD	INFO
	.WORD	DRWDST
	.WORD	DRWLUN
	.WORD	SLEFTA
	.WORD	SRGTA
	.WORD	BLEFTA
	.WORD	BRGTA
	.WORD	LPBAR
DLIST1:	.WORD	0			;EXTRA BRIGHTNESS WORD
DLIST2:	.WORD	0			;IF DISPLAYING THE ARROWS.
	.WORD	0
	.PAGE
;
;		;LIGHT PEN VECTORS.
;
LPTAB:	.WORD	LPIT2,LPIT2,LPIT2,LPIT2
	.WORD	LPIT1,LPIT1,LPIT1,LPIT1
	.WORD	LPIT1,LPIT1,LPIT1,LPIT1
	.WORD	LPIT1,LPIT1,LPIT1,LPIT1
	.WORD	DSUBRT,DSUBRT,DSUBRT,DSUBRT,DSUBRT
	.WORD	ARROW,ARROW,ARROW,ARROW
	.WORD	LPBARH
	.WORD	ARROW,ARROW		;TERMINATING LIGHT PEN HITS.
	.PAGE
;
;		THIS ROUTINE WILL CALCULATE THE VALUES THAT THE
;		USER WISHES TO HAVE DISPLAYED.
;
DIAL:	MOV	IN1,-(SP)		;SAVE ALL THE IMPORTANT REGISTERS NOW.
	MOV	IN2,-(SP)
	MOV	RET1,-(SP)
	MOV	RET2,-(SP)
	MOV	TEMP,-(SP)
	MOV	TEMP2,-(SP)
	CLR	TEMP			;NOW SET POINTER TO FIRST ITEM.
DIALL:	MOV	DIALTB(TEMP),TEMP2	;PICK UP POINTER TO AN ITEM ENTRY.
	BEQ	DIALD1			;IF ZERO, THEN END OF LIST.
	MOV	DIALTC(TEMP),IN2	;PICK UP POINTER TO WHERE TO
	MOV	TEMP2,RET2		;DISPLAY CALCULATED VALUES.
	ADD	#10.,RET2		;CALCULATE "ITEMFX" ENTRY ADDRESS.
	MOV	RET2,18.(IN2)		;AND INSERT IT IN THE DISJMP OF
	MOV	@-4(TEMP2),RET2		;THE DITEMX TABLE. PICK UP USERS NUMBER NOW.
	MOV	-2(TEMP2),IN1		;PICK UP THE DIVISOR <IF ANY>.
	BEQ	DIALND			;NONE. DO NOT DIVIDE. DISPLAY AS IS.
	TST	RET2			;NOW MAKE ANSWER POSITIVE.
	BPL	DIALLP
	NEG	RET2
DIALLP:	CLR	RET1			;GET RID OF THE HIGH PART.
	JSR	PC,DIVTWO		;DO THE DIVISION NOW.
	TST	@-4(TEMP2)		;NOW RESTORE THE SIGN.
	BPL	DIALND
	NEG	RET2
DIALND:	MOV	DIALTC(TEMP),TEMP2	;PICK UP DITEMX POINTER AGAIN.
	MOV	RET2,IN1		;MOVE OVER NUMBER NOW.
	MOV	#10.,IN2		;NOW CREATE ADDRESS OF WHERE TO LEAVE ANSWER
	ADD	TEMP2,IN2		;AFTER CONVERTING TO ASCII STRING.
	JSR	PC,SASCII		;DO THE CONVERSION NOW.
	TST	(TEMP)+			;FINALLY INCREMENT POINTER TO NEXT ITEM.
	BR	DIALL			;AND GO BACK UP TO TOP AND GET NEXT VALUE.
DIALD1:	CMP	PERCNT,OLDPER		;CONVERT PERCENTAGE NOW. ANY CHANGE?
	BEQ	DIALRT			;NO. JUST EXIT.
	MOV	#LPBARC,IN2		;YES. GET ADDRESS OF WHERE TO PLACE STRING.
	MOV	PERCNT,IN1		;GET THE NUMBER NOW.
	MOV	IN1,OLDPER		;UPDATE OLD PERCENTAGE NOW.
	JSR	PC,SASCII		;AND CONVERT IT NOW.
DIALRT:	MOV	(SP)+,TEMP2		;RESTORE ALL THE ACTIVE REGISTERS NOW.
	MOV	(SP)+,TEMP
	MOV	(SP)+,RET2
	MOV	(SP)+,RET1
	MOV	(SP)+,IN2
	MOV	(SP)+,IN1
	RTS	PC			;AND RETURN NOW.
	.PAGE
;
;		THIS ROUTINE CONVERT THE BINARY NUMBER (UNSIGNED)
;		IN THE REGISTER "IN1" INTO AN ASCII STRING SIX
;		CHARACTERS LONG AND LEAVES THE ANSWER TO WHERE "IN2"
;		POINTS TO. THE ANSWER IS PUT RIGHT JUSTIFIED WITH
;		LEADING BLANKS.
;
ASCII:	MOVB	#' ,(IN2)+		;FIRST CHARACTER WILL BE BLANK ALWAYS.
	CMP	IN1,#10000.		;IS IT GREATER THEN 9999.?
	BHIS	ASCIIG			;YES. DO SOMETHING SPECIAL.
	MOVB	#' ,(IN2)+		;NO. JUST INSERTA BLANK.
	CLR	-(SP)			;AND REMEMBER TO DELETE LEADING ZEROS.
ASCIIL:	CMP	IN1,#100.		;IS IT GREATER THAN 99?
	BLT	ASCIID			;NO! NO DIVIDE IS NECESSARY.
	MOV	IN1,RET2		;GREATER THAN 99. DIVIDE.
	CLR	RET1			;CLEAR HIGH ORDER WORD OF AC-MQ.
	MOV	#100.,IN1		;DIVIDE BY 100.
	JSR	PC,DIVTWO		;DIVIDE NOW.
	ASL	RET2			;NOW LOOK UP ANSWER IN TABLE.
	ADD	#TENTAB,RET2		;TWO BYTES WHICH COMPOSE NEXT TWO DIGITS.
ASCIIB:	JSR	PC,ASCDO		;INSERT FIRST.
	JSR	PC,ASCDO		;INSERT SECOND.
	MOV	RET1,RET2		;GET THE REMAINDER NOW.
	ASL	RET2
	ADD	#TENTAB,RET2		;AND MAKE IT A GOOD ADDRESS.
	JSR	PC,ASCDO		;AND DO THE NEXT TWO DIGITS.
	MOV	PC,(SP)			;BUT MAKE SURE WE GET A GOOD ZERO.
	JSR	PC,ASCDO
	ADD	#2,SP			;BUMP THE STACK NOW.
	RTS	PC			;AND RETURN.
ASCIIG:	MOV	PC,-(SP)		;UPDATE LEADING ZERO FLAG TO NO DELETE.
	MOVB	#'0,(IN2)+		;INSERT IT INTO THE BUFFER NOW.
ASCIIM:	CMP	IN1,#10000.		;SEE IF IT'S STILL ABOVE 9999.
	BLO	ASCIIL			;NO. EXIT
	INCB	-1(IN2)			;YES CHANGE DIGIT AND UPDATE.
	SUB	#10000.,IN1
	BR	ASCIIM			;AND LOOP TILL DONE.
ASCIID:	MOV	IN1,RET1		;SMALL NUMBER. SET UP REMAINDER.
	MOV	#TENTAB,RET2		;AND ADDRESS FOR THE FIRST 0.
	BR	ASCIIB			;AND INSERT THEM NOW.
ASCDO:	TST	2(SP)			;INSERT ANYTHING?
	BNE	ASCDBP			;YES.
	CMPB	(RET2),#'0		;NO. IS THIS CHARACTER A ZERO?
	BNE	ASCDO1			;NO. FIRST GOOD CHARACTER.
	MOVB	#' ,(IN2)+		;STILL ZERO. INSERT A BLANK.
	INC	RET2			;AND BOP INPUT POINTER.
	RTS	PC			;AND RETURN NOW.
ASCDO1:	MOV	SP,2(SP)		;GOOD CHARACTER. CLEAR ZERO FLAG.
ASCDBP:	MOVB	(RET2)+,(IN2)+		;AND MOVE OVER THE CHARACTER NOW.
	RTS	PC			;AND THEN RETURN.
	.PAGE
;
;		THIS ROUTINE WILL CONVERT A SIGNED NUMBER TO AN ASCII
;		STRING ACCORDING TO THE RULES USED IN "ASCII".
;
SASCII:	TST	IN1			;GET THE SIGN OF THE INPUT.
	BPL	ASCII			;IF POSITIVE, NOTHING SPECIAL.
	NEG	IN1			;ELSE NEGATE IT.
	JSR	PC,ASCII		;AND CONVERT IT.
	MOV	IN2,IN1			;MOV BACK LAST POINTER.
SASCIL:	CMPB	#' ,-(IN1)		;AND LOOK FOR THE FIRST BACKWARD BLANK.
	BNE	SASCIL
	MOVB	#'-,(IN1)		;WHEN FOUND, CHANGE IT.
	RTS	PC			;AND RETURN NOW.
	.PAGE
;
;		THESE LISTS ARE USED IN PRINTING OUT THE USER
;		REQUESTED VALUES.
;
DIALTB:	.WORD	ITEME1
	.WORD	ITEME2
	.WORD	ITEME3
	.WORD	ITEME4
	.WORD	0			;0=END OF LIST.
DIALTC:	.WORD	DITEM1			;WHERE OUR TABLES ARE.
	.WORD	DITEM2
	.WORD	DITEM3
	.WORD	DITEM4
;
;		VALUE DISPLAY ITEMS.
;
DITEM1:	.WORD	170240			;ENABLE LIGHT PEN STUFF.
	.WORD	117560			;AND MOVE THE POINTER AROUND.
	.WORD	DX1
	.WORD	DY1
	.WORD	100000			;ENTER CHARACTER MODE NOW.
	.ASCII	'      '		;SIX CHARACTERS OF ZERO,
	.WORD	DISJMP			;AND NOW CALL THE NEXT SUBROUTINE.
	.WORD	ITEMF1
DITEM2:	.WORD	170240
	.WORD	117560
	.WORD	DX2
	.WORD	DY2
	.WORD	100000
	.ASCII	'      '
	.WORD	DISJMP
	.WORD	ITEMF2
DITEM3:	.WORD	170240
	.WORD	117560
	.WORD	DX3
	.WORD	DY3
	.WORD	100000
	.ASCII	'      '
	.WORD	DISJMP
	.WORD	ITEMF3
DITEM4:	.WORD	170240
	.WORD	117560
	.WORD	DX4
	.WORD	DY4
	.WORD	100000
	.ASCII	'      '
	.WORD	DISJMP
	.WORD	ITEMF4
;
;		THESE TABLES CONTAIN THE ACTUAL MESSAGES THAT THE
;		USER HAS A CHOICE OF SEEING.
;
ITEM1:	.WORD	RADARY
	.WORD	0			;WHERE ITEM IS AND WHAT TO DIVIDE IT BY.
ITEME1:	.WORD	170260			;ACTUALLY DISPLAY PORTION HERE.
	.WORD	117560
	.WORD	ITEMX1
	.WORD	ITEMY1
	.WORD	100000
ITEMF1:	.ASCII	' HEIGHT '
	.WORD	DISTOP
	.WORD	0
ITEM2:	.WORD	VERDIS
	.WORD	0
ITEME2:	.WORD	170260
	.WORD	117560
	.WORD	ITEMX2
	.WORD	ITEMY2
	.WORD	100000
ITEMF2:	.ASCII	' ALTITUDE '
	.WORD	DISTOP
	.WORD	0
ITEM3:	.WORD	HORDIS
	.WORD	0
ITEME3:	.WORD	170260
	.WORD	117560
	.WORD	ITEMX3
	.WORD	ITEMY3
	.WORD	100000
ITEMF3:	.ASCII	' DISTANCE '
	.WORD	DISTOP
	.WORD	0
ITEM4:	.WORD	FUEL
	.WORD	10.
ITEME4:	.WORD	170260
	.WORD	117560
	.WORD	ITEMX4
	.WORD	ITEMY4
	.WORD	100000
ITEMF4:	.ASCII	' FUEL LEFT'
	.WORD	DISTOP
	.WORD	0
ITEM5:	.WORD	WEIGHT
	.WORD	0
ITEME5:	.WORD	170260
	.WORD	117560
	.WORD	ITEMX5
	.WORD	ITEMY5
	.WORD	100000
ITEMF5:	.ASCII	' WEIGHT '
	.WORD	DISTOP
	.WORD	0
ITEM6:	.WORD	THRUST
	.WORD	0
ITEME6:	.WORD	170260
	.WORD	117560
	.WORD	ITEMX6
	.WORD	ITEMY6
	.WORD	100000
ITEMF6:	.ASCII	' THRUST '
	.WORD	DISTOP
	.WORD	0
ITEM7:	.WORD	ANGLE
	.WORD	0
ITEME7:	.WORD	170260
	.WORD	117560
	.WORD	ITEMX7
	.WORD	ITEMY7
	.WORD	100000
ITEMF7:	.ASCII	' ANGLE'
	.WORD	DISTOP
	.WORD	0
ITEM8:	.WORD	VERVEL
	.WORD	10.
ITEME8:	.WORD	170260
	.WORD	117560
	.WORD	ITEMX8
	.WORD	ITEMY8
	.WORD	100000
ITEMF8:	.ASCII	' VER VEL'
	.WORD	DISTOP
	.WORD	0
ITEM9:	.WORD	HORVEL
	.WORD	10.
ITEME9:	.WORD	170260
	.WORD	117560
	.WORD	ITEMX9
	.WORD	ITEMY9
	.WORD	100000
ITEMF9:	.ASCII	' HOR VEL'
	.WORD	DISTOP
	.WORD	0
ITEM10:	.WORD	VERACC
	.WORD	500.
ITEMET:	.WORD	170260
	.WORD	117560
	.WORD	ITEMXT
	.WORD	ITEMYT
	.WORD	100000
ITEMFT:	.ASCII	' VER ACC'
	.WORD	DISTOP
	.WORD	0
ITEM11:	.WORD	HORACC
	.WORD	500.
ITEMEE:	.WORD	170260
	.WORD	117560
	.WORD	ITEMXE
	.WORD	ITEMYE
	.WORD	100000
ITEMFE:	.ASCII	' HOR ACC'
	.WORD	DISTOP
	.WORD	0
ITEM12:	.WORD	TIME
	.WORD	60.
ITEMES:	.WORD	170260
	.WORD	117560
	.WORD	ITEMXS
	.WORD	ITEMYS
	.WORD	100000
ITEMFS:	.ASCII	' SECONDS'
	.WORD	DISTOP
	.WORD	0
	.PAGE
;
;		THIS IS WHERE THE MOON GOES, WHEN IT IS CORRECTLY
;		DRAWN. IT IS PLACED HERE SO NO CODE GOES OVER 15000-20000
;		AND SO THAT NO CODE GOES OVER 35000-37776 EITHER. THIS AREA
;		IS INITIALIZED TO ALL "DISTOP,0" BY THE RESTART ROUTINE.
;
MOONST:					;DEFINE IT AS STARTING HERE.
	.=.+2002.			;AND BEING 1000 DECIMAL WORDS LONG.
MOONEN:					;NEXT WORD AFTER MOON TO DETERMINE
					;HOW FAR TO INITIALIZE THIS SECTION.
;
;		MESSAGES FOR GOING OFF SCREEN <LEFT,RIGHT AND TOP.>.
;
LFTMSG:	.WORD	117520
	.WORD	30.
	.WORD	600.
	.WORD	100000
	.ASCII	'BOY, ARE YOU'
	.BYTE	0
	.=.-1
	.EVEN
	.WORD	103730
	.ASCII	' INEPT'
	.BYTE	0
	.=.-1
	.EVEN
	.WORD	DISTOP
	.WORD	0
RGTMSG:	.WORD	117520
	.WORD	525.
	.WORD	600.
	.WORD	100000
	.ASCII	'  YOU HAVE JUST CRASHED'
	.BYTE	0
	.=.-1
	.EVEN
	.WORD	117520
	.WORD	525.
	.WORD	570.
	.WORD	100000
	.ASCII	'INTO THE EDGE OF THE MOON'
	.BYTE	0
	.=.-1
	.EVEN
	.WORD	DISTOP
	.WORD	0
TOPMSG:	.WORD	117520
	.WORD	50.
	.WORD	650.
	.WORD	100000
	.ASCII	'SORRY, BUT WHEN YOU LOSE TV COVERAGE, YOU ALSO LOSE YOUR FUEL'
	.BYTE	0
	.=.-1
	.EVEN
	.WORD	DISTOP
	.WORD	0
	.PAGE
;
;		SPEED WARNING MASSAGES...
;
VFAST:	.WORD	117530
	.WORD	100.
	.WORD	2.
	.WORD	100000
	.ASCII	"TOO FAST. YOU'RE GOING TO CRASH"
	.BYTE	0
	.=.-1
	.EVEN
	.WORD	DISTOP
	.WORD	0
FAST:	.WORD	117520
	.WORD	100.
	.WORD	700.
	.WORD	100000
	.ASCII	'BETTER START SLOWING IT UP PRETTY SOON'
	.BYTE	0
	.=.-1
	.EVEN
	.WORD	DISTOP
	.WORD	0
N2FAST:	.WORD	117520
	.WORD	100.
	.WORD	2.
	.WORD	100000
	.ASCII	'TAKE IT NICE AND EASY. A PERFECT LANDING IS UNDER 8 FPS'
	.BYTE	0
	.=.-1
	.EVEN
	.WORD	DISTOP
	.WORD	0
GREATM:	.WORD	117520
	.WORD	100.
	.WORD	600.
	.WORD	100000
	.ASCII	'FANTASTIC, A PERFECT LANDING'
	.BYTE	0
	.=.-1
	.EVEN
	.WORD	DISTOP
	.WORD	0
GOODM:	.WORD	117520
	.WORD	100.
	.WORD	600.
	.WORD	100000
	.ASCII	'CONGRATULATIONS ON A GOOD LANDING'
	.BYTE	0
	.=.-1
	.EVEN
	.WORD	DISTOP
	.WORD	0
ROUGHM:	.WORD	117520
	.WORD	100.
	.WORD	600.
	.WORD	100000
	.ASCII	'THE LANDING WAS A LITTLE FAST'
	.BYTE	0
	.=.-1
	.EVEN
	.WORD	DISTOP
	.WORD	0
CRIPM:	.WORD	117520
	.WORD	100.
	.WORD	600.
	.WORD	100000
	.ASCII	'THE LANDING WAS TOO FAST AND DAMAGE WAS DONE TO THE SHIP'
	.BYTE	0
	.=.-1
	.EVEN
	.WORD	DISTOP
	.WORD	0
DEADM:	.WORD	117530
	.WORD	100.
	.WORD	550.
	.WORD	100000
	.ASCII	'WELL, YOU CERTAINLY BLEW THAT ONE. THERE WERE NO SURVIRORS'
	.BYTE	0
	.=.-1
	.EVEN
	.WORD	DISTOP
	.WORD	0
ANGLEM:	.WORD	117520
	.WORD	100.
	.WORD	570.
	.WORD	100000
	.ASCII	'BUT THE ANGLE WAS TOO GREAT AND THE SHIP TIPPED OVER'
	.BYTE	0
	.=.-1
	.EVEN
ANGLEJ:	.WORD	117520
	.WORD	100.
	.WORD	540.
	.WORD	100000
	.ASCII	'SORRY, BUT THERE WERE '
	.BYTE	0
	.=.-1
	.EVEN
	.WORD	103630
	.ASCII	'NO'
	.WORD	103520
	.ASCII	' SURVIVORS'
	.BYTE	0
	.=.-1
	.EVEN
	.WORD	DISTOP
	.WORD	0
SIDEM:	.WORD	117520
	.WORD	100.
	.WORD	570.
	.WORD	100000
	.ASCII	'BUT THE HORIZONTAL VELOCITY WAS TOO GREAT, AND YOU CRASHED ANYWAY'
	.BYTE	0
	.=.-1
	.EVEN
	.WORD	DISJMP
	.WORD	ANGLEJ			;DO A DISPLAY JUMP INTO ANGLEM.
BUMPYM:	.WORD	117520
	.WORD	100.
	.WORD	570.
	.WORD	100000
	.ASCII	'BUT THE TERRAIN IS TOO ROUGH, AND YOU TIPPED OVER'
	.BYTE	0
	.=.-1
	.EVEN
	.WORD	DISJMP
	.WORD	ANGLEJ
ROCKMS:	.WORD	117520
	.WORD	100.
	.WORD	570.
	.WORD	100000
	.ASCII	'YOU JUST CRASHED INTO THAT ROCK'
	.BYTE	0
	.=.-1
	.EVEN
	.WORD	DISJMP
	.WORD	ANGLEJ
OLDMS:	.WORD	117520
	.WORD	100.
	.WORD	570.
	.WORD	100000
	.ASCII	'YOU JUST CRASHED ON TOP OF AN OLD LUNAR MODULE'
	.BYTE	0
	.=.-1
	.EVEN
	.WORD	DISJMP
	.WORD	ANGLEJ
FLAGMS:	.WORD	117520
	.WORD	50.
	.WORD	3.
	.WORD	100000
	.ASCII	'YOU HAVE JUST VAPORIZED A PREVIOUSLY PLANTED AMERICAN FLAG'
	.BYTE	0
	.=.-1
	.EVEN
	.WORD	DISTOP
	.WORD	0
OLDTLT:	.WORD	117520
	.WORD	100.
	.WORD	570.
	.WORD	100000
	.ASCII	'NICE WORK. YOU JUST CRASHED INTO A PREVIOUSLY CRASHED SHIP'
	.BYTE	0
	.=.-1
	.EVEN
	.WORD	DISJMP
	.WORD	ANGLEJ
MACDED:	.WORD	117520
	.WORD	10.
	.WORD	570.
	.WORD	100000
	.ASCII	'W'
	.BYTE	145,154,154
	.ASCII	', '
	.BYTE	171,157,165
	.ASCII	"'"
	.BYTE	166,145,40,152,165,163,164,40,144,145,163
	.BYTE	164,162,157,171,145,144,40,164,150,145,40
	.BYTE	157,156,154,171
	.ASCII	' M'
	.BYTE	141,143
	.ASCII	'D'
	.BYTE	157,156,141,154,144
	.ASCII	"'"
	.BYTE	163
	.BYTE	0
	.=.-1
	.EVEN
	.WORD	117520
	.WORD	10.
	.WORD	540.
	.WORD	100000
	.BYTE	157,156,40,164,150,145,40,155,157,157,156
	.ASCII	'. W'
	.BYTE	150,141,164,40,141
	.ASCII	' CLOD.'
	.BYTE	0
	.=.-1
	.EVEN
	.WORD	DISTOP
	.WORD	0
ORDER:	.WORD	117520
	.WORD	150.
	.WORD	2.
	.WORD	100000
	.WORD	170260
	.ASCII	'TWO CHEESEBURGERS AND A BIG MAC TO GO.'
	.BYTE	0
	.=.-1
	.EVEN
	.WORD	DISTOP
	.WORD	0
MANMSG:	.WORD	117520
	.WORD	50.
	.WORD	2.
	.WORD	100000
	.WORD	170260
	.ASCII	"THAT'S ONE SMALL STEP FOR A MAN, ONE GIANT LEAP FOR MANKIND."
	.BYTE	0
	.=.-1
	.EVEN
	.WORD	DISTOP
	.WORD	0
	.PAGE
;
;		THIS LITTLE SECTION CONTAINS THE CODE
;		FOR DRAWING THE CONTROLLING ARROWS
;		FOR HANDLING THE DEGREES OF ROTATION.
;		SMALL LEFT ARROW.
;
	.WORD	-15.
SLEFTA:	.WORD	114020
	.WORD	170240
	.WORD	SLFTAX
	.WORD	SLFTAY
	.WORD	113144
	.WORD	20.+LEFT+INT
	.WORD	0.
LEFTC:	.WORD	12.+INT
	.WORD	8.
	.WORD	12.+LEFT
	.WORD	8.+DOWN
	.WORD	12.+INT
	.WORD	8.+DOWN
	.WORD	DISTOP
	.WORD	0
	.WORD	-100.
BLEFTA:	.WORD	114020
	.WORD	170240
	.WORD	BLFTAX
	.WORD	BLFTAY
	.WORD	113144
	.WORD	40.+LEFT+INT
	.WORD	0
	.WORD	DISJMP
	.WORD	LEFTC
	.WORD	15.
SRGTA:	.WORD	114020			;SMALL RIGHT ARROW.
	.WORD	170240
	.WORD	SRGTAX
	.WORD	SRGTAY
	.WORD	113144
	.WORD	20.+INT
	.WORD	0
RGTC:	.WORD	12.+INT+LEFT
	.WORD	8.
	.WORD	12.
	.WORD	8.+DOWN
	.WORD	12.+LEFT+INT
	.WORD	8.+DOWN
	.WORD	DISTOP
	.WORD	0
	.WORD	100.
BRGTA:	.WORD	114020
	.WORD	170240
	.WORD	BRGTAX
	.WORD	BRGTAY
	.WORD	113144
	.WORD	40.+INT
	.WORD	0
	.WORD	DISJMP
	.WORD	RGTC
	.PAGE
;
;		THIS IS THE LIGHT PEN BAR WHICH CONTROLS THE
;		THRUST OF THE ROCKET ENGINE.
;
LPBAR:	.WORD	116764
	.WORD	170200
	.WORD	BARLX+0
	.WORD	BARTY
	.WORD	110140
	.WORD	INT
	.WORD	BARSIZ+DOWN
	.WORD	3
	.WORD	BARSIZ
	.WORD	INT
	.WORD	BARSIZ+DOWN
	.WORD	3
	.WORD	BARSIZ
	.WORD	INT
	.WORD	BARSIZ+DOWN
	.WORD	114100
	.WORD	BARMXR			;NOW MOVE OVER TO THE BAR POSITION.
LPBARY:	.WORD	0			;VERTICAL HEIGHT GOES HERE.
	.WORD	110000
	.WORD	BARMXL+INT		;BE CAREFULL OF SIGN OF THIS ONE.
	.WORD	0
	.WORD	BAREST
	.WORD	0
	.WORD	100000			;ENTER CHARACTER MODE NOW.
LPBARC:	.ASCII	'      % '		;OVERLAYED WITH A NUMBER.
LPSW:	.WORD	DISTOP			;0 ON FUEL LOW--FALL TO NEXT MSG
	.WORD	0
	.WORD	117130
	.WORD	350.
	.WORD	700.
	.WORD	100000
	.ASCII	'FUEL LOW'
	.WORD	DISTOP
	.WORD	0
	.PAGE
;
;			;THIS IS THE BASIC ROCK COMMANDS.
;
ROCKL:	.WORD	116727
	.WORD	170240
ROCKX:	.WORD	0
ROCKY:	.WORD	0
	.WORD	104000
	.WORD	14.+OTHER*200+8.+OTHER
	.WORD	OTHER+6+INTTWO*200+8.
	.WORD	4+INTTWO*200+6
	.WORD	0+INTTWO*200+6
	.WORD	2+INTTWO*200+2
	.WORD	2+INTTWO*200+4
	.WORD	6+INTTWO*200+6
	.WORD	INTTWO*200+4
	.WORD	4+INTTWO*200+2
	.WORD	2+INTTWO*200+0
	.WORD	2+INTTWO*200+2+OTHER
	.WORD	6+INTTWO*200+2+OTHER
	.WORD	4+INTTWO*200+2+OTHER
	.WORD	2+INTTWO*200+6+OTHER
	.WORD	6+INTTWO*200+6+OTHER
	.WORD	INTTWO*200+4+OTHER
	.WORD	2+INTTWO*200+4+OTHER
	.WORD	2+OTHER+INTTWO*200+4+OTHER
	.WORD	2+OTHER+INTTWO*200+8.+OTHER
	.WORD	DISTOP
	.WORD	0
ROCKEN:					;NEXT LOCATION AFTER ROCKS.
	.PAGE
;
;		THIS LIST EXPLAINS HOW TO DRAW THE MACDONALD'S.
;
MACS:	117724
	170240
MACX:	.WORD	0
MACY:	.WORD	0
	.WORD	104000
	.WORD	18.*200
	.WORD	107000
	.WORD	30.+INT
	.WORD	54.*200+INT
	.WORD	30.+OTHER+INT
	.WORD	54.+OTHER*200+INT
	.WORD	105324
	.WORD	12.*200
	.WORD	8.+INT
	.WORD	6.*200+INT
	.WORD	8.+OTHER+INT
	.WORD	19.+OTHER*200
	.WORD	110000
	.WORD	73.+LEFT
	.WORD	0.
	.WORD	DISTOP
	.WORD	ARCH
	.WORD	104000
	.WORD	22.*200
;
;		NOTICE HOW I FALL THROUGH TO DRAW THE
;		SECOND ARCH. CLEVER, CLEVER.
;
ARCH:	.WORD	107724
	.WORD	17.+OTHER*200+OTHER+3.
	.WORD	1*200+10.+INT
	.WORD	1*200+9.+INT
	.WORD	1*200+6+INT
	.WORD	1*200+5+INT
	.WORD	1*200+4+INT
	.WORD	1*200+2+INT
	.WORD	1*200+4+INT
	.WORD	2*200+5+INT
	.WORD	1*200+1+INT
	.WORD	2*200+4+INT
	.WORD	3*200+2+INT
	.WORD	1*200+1+INT
	.WORD	2*200+0+INT
	.WORD	1*200+1+INT+OTHER
	.WORD	3*200+2+INT+OTHER
	.WORD	2*200+4+INT+OTHER
	.WORD	1*200+1+INT+OTHER
	.WORD	2*200+5+INT+OTHER
	.WORD	1*200+4+INT+OTHER
	.WORD	1*200+2+INT+OTHER
	.WORD	1*200+4+INT+OTHER
	.WORD	1*200+5+INT+OTHER
	.WORD	1*200+6+INT+OTHER
	.WORD	1*200+9.+INT+OTHER
	.WORD	1*200+10.+INT+OTHER
	.WORD	17.+OTHER*200+3.
	.WORD	DISTOP
	.WORD	0
	.PAGE
;
;		THIS LIST EXPLAINS HOW TO DRAW A MAN.
;
MAN:	.WORD	116720			;DON'T MAKE HIM TOO BRIGHT.
MANX:	.WORD	0
MANY:	.WORD	0
	.WORD	104000			;ALL SHORT VECTORS.
	.WORD	400			;INVISIBLE 2 RIGHT.
	.WORD	INT+20000+404		;LEFT TWO, UP FOUR.
	.WORD	INT+20000+1104		;LEFT FOUR, DOWN 4.
	.WORD	1004			;INVISIBLE, UP 4, RIGHT 4
	.WORD	INT+5			;UP FIVE.
	.WORD	INT+200			;RIGHT ONE
	.WORD	INT+201			;RIGHT ONE, UP ONE.
	.WORD	INT+1			;UP ONE
	.WORD	INT+20000+201		;LEFT ONE, UP ONE.
	.WORD	INT+20000+400		;LEFT TWO.
	.WORD	INT+20000+301		;LEFT ONE, DOWN ONE.
	.WORD	INT+101			;DOWN ONE.
	.WORD	INT+301			;DOWN ONE, RIGHT ONE.
	.WORD	INT+200			;RIGHT ONE.
	.WORD	101			;DOWN ONE.
	.WORD	INT+1203		;RIGHT FIVE, UP THREE.
	.WORD	20000+1305		;LEFT FIVE, DOWN FIVE.
	.WORD	INT+20000+1403		;LEFT SIX, UP THREE.
	.WORD	DISTOP
	.WORD	0
	.PAGE
;
;		THIS LIST EXPLAINS HOW TO DRAW A FLAG.
;
FLAGL:	.WORD	115324
	.WORD	170240
FLAGX:	.WORD	0
FLAGY:	.WORD	0
	.WORD	104000
	.WORD	18.+INT
	.WORD	112727
	.WORD	16.+INT
	.WORD	0
	.WORD	INT
	.WORD	8.+DOWN
	.WORD	16.+INT+LEFT
	.WORD	0
	.WORD	112326
	.WORD	0
	.WORD	3
	.WORD	16.+INT
	.WORD	0
	.WORD	0
	.WORD	2
	.WORD	16.+INT+LEFT
	.WORD	0
	.WORD	DISTOP
	.WORD	0
FLAGEN:					;NEXT LOCATION AFTER FLAG.
	.PAGE
;
;	COMMANDS FOR DISPLAYING THE LUNAR MODULE.
;
DESIGN:	.WORD	DRAWIN,170200		;LOAD STATUS.
	.WORD	DRAWIN,107124		;AND SHORT VECTORS, INTENSITY 4.
	.WORD	DRAWIS			;DRAW BODY OF SHIP NOW.
	.BYTE	-6.,0.
	.WORD	DRAWVS
	.BYTE	-14.,8.
	.WORD	DRAWVS
	.BYTE	-14.,20.
	.WORD	DRAWVS
	.BYTE	-6.,29.
	.WORD	DRAWVS
	.BYTE	6.,29.
	.WORD	DRAWVS
	.BYTE	14.,20.
	.WORD	DRAWVS
	.BYTE	14.,8.
	.WORD	DRAWVS
	.BYTE	6.,0.
	.WORD	DRAWVS
	.BYTE	-6.,0.			;TOP OF SHIP DONE <OCTAGON>.
	.WORD	DRAWIS
	.BYTE	-17.,0.
	.WORD	DRAWVS
	.BYTE	-17.,-16.
	.WORD	DRAWVS
	.BYTE	17.,-16.
	.WORD	DRAWVS
	.BYTE	17.,0.
	.WORD	DRAWVS
	.BYTE	-17.,0.			;LOWER BODY OF SHIP DONE.
	.WORD	DRAWIN,107524		;CHANGE TO LEVEL 3 INTENSITY.
	.WORD	DRAWVS			;DRAW LANDING LEGS NOW.
	.BYTE	-32.,-24.
	.WORD	DRAWIS			;POSITION OVER TO OTHER SIDE.
	.BYTE	17.,0.
	.WORD	DRAWVS
	.BYTE	32.,-24.
	.WORD	DRAWIN,106324		;LEVEL ONE INTENSITY.
	.WORD	DRAWIS
	.BYTE	-17.,-14.
	.WORD	DRAWVS
	.BYTE	-28.,-18.
	.WORD	DRAWIS
	.BYTE	17.,-14.
	.WORD	DRAWVS
	.BYTE	28.,-18.		;LOWER LANDING BRACE DONE.
	.WORD	DRAWIN,107124		;INTENSITY 4 FOR LANDING PODS.
	.WORD	DRAWIS
	.BYTE	36.,-24.
	.WORD	DRAWVS
	.BYTE	28.,-24.
	.WORD	DRAWIS
	.BYTE	-28.,-24.
	.WORD	DRAWVS
	.BYTE	-36.,-24.		;END OF LANDING PODS.
	.WORD	DRAWIS			;DRAW THE ENGINE NOW.
	.BYTE	-3.,-16.
	.WORD	DRAWVS
	.BYTE	-7.,-21.
	.WORD	DRAWVS
	.BYTE	7.,-21.
	.WORD	DRAWVS
	.BYTE	3.,-16.			;END OF THE ENGINE.
	.WORD	DRAWIS			;NOW BRING VECTOR BACK UP TO CENTER
	.BYTE	0,0			;OF THE LUNAR MODULE.
	.WORD	DRAWDN			;AND TERMINATE THE PICTURE.
	.PAGE
;
;	THESE TABLES CONTROL THE DRAWING OF THE ROCKET
;	ENGINE FLAME, AND ALL IT'S PURTIBATIONS.
;	Y THRUST TABLE ACCORDING TO PERCENTAGE THROTTLE.
;	13 SEGMENTS, EACH ONE APPROX 8% THROTTLE.
;
YTHRST:	.BYTE	0.,-30.,-31.,-32.,-34.,-36.,-38.,-41.,-44.,-47.,-50.,-53.,-56.

;
;	Y UP DOWN IS A TABLE WHICH WILL SORT OF
;	RANDOMIZE THE HEIGHT OF THE FLAME AND SHOULD ENHANCE THE
;	FLICKERING APPEARANCE.
;
YUPDWN:	.BYTE	0,1,3,6,4,3,1,-2,-6,-7,-5,-2,2,3,5,6,2,1
	.BYTE	-1,-4,-6,-5,-3,0,4,5,7,4,0,-1,-3,-1
;
;	"FLAME BOTTOM" CONTAINS THE TABLE OF THE X VALUES
;	FOR THE BOTTOM OF THE ROCKET FLAME. THEY ARE INDEXED SLIGHTLY
;	RANDOMLY AT TIMES.
;
FLAMBT:	.BYTE	-20.,-16.,-13.,-10.,-7.,-4.,-2.
	.BYTE	0.,2.,4.,7.,10.,13.,16.,20.
;
;	THIS SECTION CONTAINS THE ACTUAL LIST OF COMMANDS TO
;	BE FOLLOWED WHEN DRAWING THE ROCKET FLAME.
;
	.EVEN				;REALIGN NOW IF NECESSARY.
FLAMDO:	.WORD	DRAWIN,170200		;LOAD STATUS PROPERLY.
	.WORD	DRAWIN			;INSERT COMMAND NOW.
FLAMEX:	.WORD	0			;FLAME COMMAND GOES HERE.
	.WORD	DRAWIS			;MOVE POINTER OVER TO BOTTOM
	.BYTE	-6.,-21.		;OFF THE ROCKET ENGINE.
	.WORD	DRAWVS			;NOW DRAW THE VECTORS
FLAMXS:	.BYTE	0.,0.			;WHICH WE SHOULD SET UP HERE.
	.WORD	DRAWVS			;AND MOVE BACK UP AGAIN.
	.BYTE	-5.,-21.		;BOTTOM OF THE ENGINE.
	.WORD	DRAWVS
	.BYTE	0.,0.			;OVERLAYED HERE ALSO.
	.WORD	DRAWVS
	.BYTE	-4.,-21.
	.WORD	DRAWVS
	.BYTE	0.,0.
	.WORD	DRAWVS
	.BYTE	-3.,-21.
	.WORD	DRAWVS
	.BYTE	0.,0.
	.WORD	DRAWVS
	.BYTE	-2.,-21.
	.WORD	DRAWVS
	.BYTE	0.,0.
	.WORD	DRAWVS
	.BYTE	-1.,-21.
	.WORD	DRAWVS
	.BYTE	0.,0.
	.WORD	DRAWVS
	.BYTE	0.,-21.
	.WORD	DRAWVS
	.BYTE	0.,0.
	.WORD	DRAWVS
	.BYTE	1.,-21.
	.WORD	DRAWVS
	.BYTE	0.,0.
	.WORD	DRAWVS
	.BYTE	2.,-21.
	.WORD	DRAWVS
	.BYTE	0.,0.
	.WORD	DRAWVS
	.BYTE	3.,-21.
	.WORD	DRAWVS
	.BYTE	0.,0.
	.WORD	DRAWVS
	.BYTE	4.,-21.
	.WORD	DRAWVS
	.BYTE	0.,0.
	.WORD	DRAWVS
	.BYTE	5.,-21.
	.WORD	DRAWVS
	.BYTE	0.,0.
	.WORD	DRAWVS
	.BYTE	6.,-21.
	.WORD	DRAWIS			;RETURN TO CENTER NOW.
	.BYTE	0.,0.
	.WORD	DRAWDN			;AND END THE COMMAND LIST.
	FLEN=12.			;NUMBER OF ITEMS TO INSERT IN THE TABLE.
	.PAGE
;
;		THESE ARE THE HIDEOUS TABLES THAT THE
;		SYSTEM NEEDS TO FUNCTION PROPERLY. THEY INCLUDE
;		TERRAIN TABLES (ALTITUDE), FEATURE TABLES (ROCKS,
;		OLD SHIPS, ETC.), CONVERSION TABLES, AND THE
;		SINE AND COSINE TABLES. THEY SHOULD BE BETWEEN
;		20000 AND 35000 OCTAL (LOCATION), OR YOU CAN BE SCREWED.
;		THIS IS THE CONVERSION TABLE FROM A BINARY
;		NUMBER LESS THAN 100 TO AN ASCII STRING. SEE THE
;		SUBROUTINE "ASCII".
;
TENTAB:	.BYTE	'0,'0
	.BYTE	'0,'1
	.BYTE	'0,'2
	.BYTE	'0,'3
	.BYTE	'0,'4
	.BYTE	'0,'5
	.BYTE	'0,'6
	.BYTE	'0,'7
	.BYTE	'0,'8
	.BYTE	'0,'9
	.BYTE	'1,'0
	.BYTE	'1,'1
	.BYTE	'1,'2
	.BYTE	'1,'3
	.BYTE	'1,'4
	.BYTE	'1,'5
	.BYTE	'1,'6
	.BYTE	'1,'7
	.BYTE	'1,'8
	.BYTE	'1,'9
	.BYTE	'2,'0
	.BYTE	'2,'1
	.BYTE	'2,'2
	.BYTE	'2,'3
	.BYTE	'2,'4
	.BYTE	'2,'5
	.BYTE	'2,'6
	.BYTE	'2,'7
	.BYTE	'2,'8
	.BYTE	'2,'9
	.BYTE	'3,'0
	.BYTE	'3,'1
	.BYTE	'3,'2
	.BYTE	'3,'3
	.BYTE	'3,'4
	.BYTE	'3,'5
	.BYTE	'3,'6
	.BYTE	'3,'7
	.BYTE	'3,'8
	.BYTE	'3,'9
	.BYTE	'4,'0
	.BYTE	'4,'1
	.BYTE	'4,'2
	.BYTE	'4,'3
	.BYTE	'4,'4
	.BYTE	'4,'5
	.BYTE	'4,'6
	.BYTE	'4,'7
	.BYTE	'4,'8
	.BYTE	'4,'9
	.BYTE	'5,'0
	.BYTE	'5,'1
	.BYTE	'5,'2
	.BYTE	'5,'3
	.BYTE	'5,'4
	.BYTE	'5,'5
	.BYTE	'5,'6
	.BYTE	'5,'7
	.BYTE	'5,'8
	.BYTE	'5,'9
	.BYTE	'6,'0
	.BYTE	'6,'1
	.BYTE	'6,'2
	.BYTE	'6,'3
	.BYTE	'6,'4
	.BYTE	'6,'5
	.BYTE	'6,'6
	.BYTE	'6,'7
	.BYTE	'6,'8
	.BYTE	'6,'9
	.BYTE	'7,'0
	.BYTE	'7,'1
	.BYTE	'7,'2
	.BYTE	'7,'3
	.BYTE	'7,'4
	.BYTE	'7,'5
	.BYTE	'7,'6
	.BYTE	'7,'7
	.BYTE	'7,'8
	.BYTE	'7,'9
	.BYTE	'8,'0
	.BYTE	'8,'1
	.BYTE	'8,'2
	.BYTE	'8,'3
	.BYTE	'8,'4
	.BYTE	'8,'5
	.BYTE	'8,'6
	.BYTE	'8,'7
	.BYTE	'8,'8
	.BYTE	'8,'9
	.BYTE	'9,'0
	.BYTE	'9,'1
	.BYTE	'9,'2
	.BYTE	'9,'3
	.BYTE	'9,'4
	.BYTE	'9,'5
	.BYTE	'9,'6
	.BYTE	'9,'7
	.BYTE	'9,'8
	.BYTE	'9,'9
	.PAGE
;
;		THIS TABLE HOLDS THE TERAIN OF THE MOON IN
;		FEET ABOVE THE MEAN HEIGHT. IT GOES SOMEEWHAT FORWARD AND
;		BACKWARD BECAUSE THE PROGRAM MAY "SCAN" A LITTLE BIT.
;
	.WORD	   718.			;X=-10
	.WORD	   718.			;X= -9
	.WORD	   718.			;X= -8
	.WORD	   750.			;X= -7
	.WORD	   750.			;X= -6
	.WORD	   750.			;X= -5
	.WORD	   782.			;X= -4
	.WORD	   782.			;X= -3
	.WORD	   782.			;X= -2
	.WORD	   814.			;X= -1
TERAIN:	.WORD	   780.			;X=  0
	.WORD	   750.			;X=  1
	.WORD	   703.			;X=  2
	.WORD	   650.			;X=  3
	.WORD	   620.			;X=  4
	.WORD	   575.			;X=  5
	.WORD	   500.			;X=  6
	.WORD	   420.			;X=  7
	.WORD	   400.			;X=  8
	.WORD	   350.			;X=  9
	.WORD	   270.			;X= 10
	.WORD	   246.			;X= 11
	.WORD	   200.			;X= 12
	.WORD	   180.			;X= 13
	.WORD	   107.			;X= 14
	.WORD	    24.			;X= 15
	.WORD	    54.			;X= 16
	.WORD	    53.			;X= 17
	.WORD	    51.			;X= 18
	.WORD	    82.			;X= 19
	.WORD	    80.			;X= 20
	.WORD	    78.			;X= 21
	.WORD	   109.			;X= 22
	.WORD	   107.			;X= 23
	.WORD	    74.			;X= 24
	.WORD	    72.			;X= 25
	.WORD	    70.			;X= 26
	.WORD	    69.			;X= 27
	.WORD	    99.			;X= 28
	.WORD	    98.			;X= 29
	.WORD	   128.			;X= 30
	.WORD	   126.			;X= 31
	.WORD	   125.			;X= 32
	.WORD	   123.			;X= 33
	.WORD	   122.			;X= 34
	.WORD	   152.			;X= 35
	.WORD	   182.			;X= 36
	.WORD	   174.			;X= 37
	.WORD	   166.			;X= 38
	.WORD	   158.			;X= 39
	.WORD	   181.			;X= 40
	.WORD	   173.			;X= 41
	.WORD	   165.			;X= 42
	.WORD	   156.			;X= 43
	.WORD	   148.			;X= 44
	.WORD	   140.			;X= 45
	.WORD	   131.			;X= 46
	.WORD	    91.			;X= 47
	.WORD	    83.			;X= 48
	.WORD	    75.			;X= 49
	.WORD	   182.			;X= 50
	.WORD	   161.			;X= 51
	.WORD	   236.			;X= 52
	.WORD	   120.			;X= 53
	.WORD	    67.			;X= 54
	.WORD	   174.			;X= 55
	.WORD	   153.			;X= 56
	.WORD	   197.			;X= 57
	.WORD	    80.			;X= 58
	.WORD	    59.			;X= 59
	.WORD	   866.			;X= 60
	.WORD	   123.			;X= 61
	.WORD	   201.			;X= 62
	.WORD	   250.			;X= 63
	.WORD	   275.			;X= 64
	.WORD	   300.			;X= 65
	.WORD	   375.			;X= 66
	.WORD	   410.			;X= 67
	.WORD	   579.			;X= 68
	.WORD	  926.			;X= 69
	.WORD	  1832.			;X= 70
	.WORD	  1907.			;X= 71
	.WORD	  2013.			;X= 72
	.WORD	  2119.			;X= 73
	.WORD	  2257.			;X= 74
	.WORD	  2395.			;X= 75
	.WORD	  2533.			;X= 76
	.WORD	  2639.			;X= 77
	.WORD	  2745.			;X= 78
	.WORD	  2883.			;X= 79
	.WORD	  3021.			;X= 80
	.WORD	  3128.			;X= 81
	.WORD	  3226.			;X= 82
	.WORD	  3197.			;X= 83
	.WORD	  3231.			;X= 84
	.WORD	  3170.			;X= 85
	.WORD	  3140.			;X= 86
	.WORD	  3143.			;X= 87
	.WORD	  3145.			;X= 88
	.WORD	  3180.			;X= 89
	.WORD	  3246.			;X= 90
	.WORD	  3153.			;X= 91
	.WORD	  3252.			;X= 92
	.WORD	  3286.			;X= 93
	.WORD	  3353.			;X= 94
	.WORD	  3387.			;X= 95
	.WORD	  3390.			;X= 96
	.WORD	  3424.			;X= 97
	.WORD	  3523.			;X= 98
	.WORD	  3429.			;X= 99
	.WORD	  3440.			;X=100
	.WORD	  3450.			;X=101
	.WORD	  3429.			;X=102
	.WORD	  3407.			;X=103
	.WORD	  3386.			;X=104
	.WORD	  3396.			;X=105
	.WORD	  3375.			;X=106
	.WORD	  3321.			;X=107
	.WORD	  3300.			;X=108
	.WORD	  3246.			;X=109
	.WORD	  3257.			;X=110
	.WORD	  3203.			;X=111
	.WORD	  3182.			;X=112
	.WORD	  3128.			;X=113
	.WORD	  3107.			;X=114
	.WORD	  3085.			;X=115
	.WORD	  3064.			;X=116
	.WORD	  3074.			;X=117
	.WORD	  3085.			;X=118
	.WORD	  3095.			;X=119
	.WORD	  3195.			;X=120
	.WORD	  3167.			;X=121
	.WORD	  3139.			;X=122
	.WORD	  3239.			;X=123
	.WORD	  2954.			;X=124
	.WORD	  2926.			;X=125
	.WORD	  2834.			;X=126
	.WORD	  2710.			;X=127
	.WORD	  2746.			;X=128
	.WORD	  2718.			;X=129
	.WORD	  2753.			;X=130
	.WORD	  2469.			;X=131
	.WORD	  2569.			;X=132
	.WORD	  2509.			;X=133
	.WORD	  2513.			;X=134
	.WORD	  2580.			;X=135
	.WORD	  2584.			;X=136
	.WORD	  2620.			;X=137
	.WORD	  2720.			;X=138
	.WORD	  2820.			;X=139
	.WORD	  2919.			;X=140
	.WORD	  2859.			;X=141
	.WORD	  2703.			;X=142
	.WORD	  2739.			;X=143
	.WORD	  2967.			;X=144
	.WORD	  2906.			;X=145
	.WORD	  3134.			;X=146
	.WORD	  3042.			;X=147
	.WORD	  2918.			;X=148
	.WORD	  2858.			;X=149
	.WORD	  2759.			;X=150
	.WORD	  2468.			;X=151
	.WORD	  2498.			;X=152
	.WORD	  2399.			;X=153
	.WORD	  2396.			;X=154
	.WORD	  2362.			;X=155
	.WORD	  2071.			;X=156
	.WORD	  1940.			;X=157
	.WORD	  1970.			;X=158
	.WORD	  2063.			;X=159
	.WORD	  2028.			;X=160
	.WORD	  1930.			;X=161
	.WORD	  1799.			;X=162
	.WORD	  1668.			;X=163
	.WORD	  1762.			;X=164
	.WORD	  1823.			;X=165
	.WORD	  1660.			;X=166
	.WORD	  1626.			;X=167
	.WORD	  1527.			;X=168
	.WORD	  1428.			;X=169
	.WORD	  1650.			;X=170
	.WORD	  1615.			;X=171
	.WORD	  1676.			;X=172
	.WORD	  1770.			;X=173
	.WORD	  1703.			;X=174
	.WORD	  1636.			;X=175
	.WORD	  1666.			;X=176
	.WORD	  1599.			;X=177
	.WORD	  1436.			;X=178
	.WORD	  1402.			;X=179
	.WORD	  1431.			;X=180
	.WORD	  1332.			;X=181
	.WORD	  1426.			;X=182
	.WORD	  1647.			;X=183
	.WORD	  1516.			;X=184
	.WORD	  1354.			;X=185
	.WORD	  1319.			;X=186
	.WORD	  1380.			;X=187
	.WORD	  1090.			;X=188
	.WORD	  1055.			;X=189
	.WORD	  1148.			;X=190
	.WORD	  1146.			;X=191
	.WORD	  1207.			;X=192
	.WORD	  1172.			;X=193
	.WORD	  1202.			;X=194
	.WORD	  1071.			;X=195
	.WORD	   780.			;X=196
	.WORD	   746.			;X=197
	.WORD	   711.			;X=198
	.WORD	   933.			;X=199
	.WORD	  1092.			;X=200
	.WORD	  1348.			;X=201
	.WORD	  1539.			;X=202
	.WORD	  1827.			;X=203
	.WORD	  1858.			;X=204
	.WORD	  2114.			;X=205
	.WORD	  2337.			;X=206
	.WORD	  2497.			;X=207
	.WORD	  2624.			;X=208
	.WORD	  2752.			;X=209
	.WORD	  2847.			;X=210
	.WORD	  3007.			;X=211
	.WORD	  3166.			;X=212
	.WORD	  3422.			;X=213
	.WORD	  3581.			;X=214
	.WORD	  3709.			;X=215
	.WORD	  3964.			;X=216
	.WORD	  4124.			;X=217
	.WORD	  4315.			;X=218
	.WORD	  4443.			;X=219
	.WORD	  4449.			;X=220
	.WORD	  4711.			;X=221
	.WORD	  4845.			;X=222
	.WORD	  4883.			;X=223
	.WORD	  4985.			;X=224
	.WORD	  5055.			;X=225
	.WORD	  5061.			;X=226
	.WORD	  5260.			;X=227
	.WORD	  5362.			;X=228
	.WORD	  5592.			;X=229
	.WORD	  5726.			;X=230
	.WORD	  5860.			;X=231
	.WORD	  5994.			;X=232
	.WORD	  6160.			;X=233
	.WORD	  6259.			;X=234
	.WORD	  6422.			;X=235
	.WORD	  6584.			;X=236
	.WORD	  6715.			;X=237
	.WORD	  6877.			;X=238
	.WORD	  7008.			;X=239
	.WORD	  7138.			;X=240
	.WORD	  7301.			;X=241
	.WORD	  7432.			;X=242
	.WORD	  7562.			;X=243
	.WORD	  7693.			;X=244
	.WORD	  7791.			;X=245
	.WORD	  7954.			;X=246
	.WORD	  8084.			;X=247
	.WORD	  8215.			;X=248
	.WORD	  8345.			;X=249
	.WORD	  8400.			;X=250
	.WORD	  8678.			;X=251
	.WORD	  8765.			;X=252
	.WORD	  8851.			;X=253
	.WORD	  9033.			;X=254
	.WORD	  9152.			;X=255
	.WORD	  9366.			;X=256
	.WORD	  9388.			;X=257
	.WORD	  9539.			;X=258
	.WORD	  9945.			;X=259
	.WORD	 10191.			;X=260
	.WORD	 10377.			;X=261
	.WORD	 10659.			;X=262
	.WORD	 10781.			;X=263
	.WORD	 11063.			;X=264
	.WORD	 11312.			;X=265
	.WORD	 11370.			;X=266
	.WORD	 11396.			;X=267
	.WORD	 11646.			;X=268
	.WORD	 11768.			;X=269
	.WORD	 11985.			;X=270
	.WORD	 12203.			;X=271
	.WORD	 12357.			;X=272
	.WORD	 12607.			;X=273
	.WORD	 12857.			;X=274
	.WORD	 12965.			;X=275
	.WORD	 13073.			;X=276
	.WORD	 13117.			;X=277
	.WORD	 13193.			;X=278
	.WORD	 13238.			;X=279
	.WORD	 13282.			;X=280
	.WORD	 13358.			;X=281
	.WORD	 13434.			;X=282
	.WORD	 13478.			;X=283
	.WORD	 13555.			;X=284
	.WORD	 13631.			;X=285
	.WORD	 13707.			;X=286
	.WORD	 13815.			;X=287
	.WORD	 13923.			;X=288
	.WORD	 13967.			;X=289
	.WORD	 14029.			;X=290
	.WORD	 13996.			;X=291
	.WORD	 14121.			;X=292
	.WORD	 14215.			;X=293
	.WORD	 14308.			;X=294
	.WORD	 14466.			;X=295
	.WORD	 14591.			;X=296
	.WORD	 14749.			;X=297
	.WORD	 14874.			;X=298
	.WORD	 15000.			;X=299
	.WORD	 14754.			;X=300
	.WORD	 14604.			;X=301
	.WORD	 14326.			;X=302
	.WORD	 14176.			;X=303
	.WORD	 14090.			;X=304
	.WORD	 13940.			;X=305
	.WORD	 13662.			;X=306
	.WORD	 13480.			;X=307
	.WORD	 13394.			;X=308
	.WORD	 13116.			;X=309
	.WORD	 12548.			;X=310
	.WORD	 11469.			;X=311
	.WORD	 10582.			;X=312
	.WORD	 10015.			;X=313
	.WORD	  9160.			;X=314
	.WORD	  8960.			;X=315
	.WORD	  8696.			;X=316
	.WORD	  8432.			;X=317
	.WORD	  8200.			;X=318
	.WORD	  7936.			;X=319
	.WORD	  7770.			;X=320
	.WORD	  7509.			;X=321
	.WORD	  7375.			;X=322
	.WORD	  7210.			;X=323
	.WORD	  7076.			;X=324
	.WORD	  6911.			;X=325
	.WORD	  6745.			;X=326
	.WORD	  6644.			;X=327
	.WORD	  6478.			;X=328
	.WORD	  6185.			;X=329
	.WORD	  6019.			;X=330
	.WORD	  5758.			;X=331
	.WORD	  5656.			;X=332
	.WORD	  5491.			;X=333
	.WORD	  5261.			;X=334
	.WORD	  5096.			;X=335
	.WORD	  4867.			;X=336
	.WORD	  4712.			;X=337
	.WORD	  4398.			;X=338
	.WORD	  4020.			;X=339
	.WORD	  3834.			;X=340
	.WORD	  3296.			;X=341
	.WORD	  3014.			;X=342
	.WORD	  2668.			;X=343
	.WORD	  2642.			;X=344
	.WORD	  2424.			;X=345
	.WORD	  2398.			;X=346
	.WORD	  2212.			;X=347
	.WORD	  2186.			;X=348
	.WORD	  1840.			;X=349
	.WORD	  1828.			;X=350
	.WORD	  2008.			;X=351
	.WORD	  2156.			;X=352
	.WORD	  2272.			;X=353
	.WORD	  2356.			;X=354
	.WORD	  2312.			;X=355
	.WORD	  2268.			;X=356
	.WORD	  2224.			;X=357
	.WORD	  2276.			;X=358
	.WORD	  2328.			;X=359
	.WORD	  2413.			;X=360
	.WORD	  2511.			;X=361
	.WORD	  2673.			;X=362
	.WORD	  2836.			;X=363
	.WORD	  2998.			;X=364
	.WORD	  3129.			;X=365
	.WORD	  3227.			;X=366
	.WORD	  3390.			;X=367
	.WORD	  3488.			;X=368
	.WORD	  3586.			;X=369
	.WORD	  3717.			;X=370
	.WORD	  3879.			;X=371
	.WORD	  4010.			;X=372
	.WORD	  4108.			;X=373
	.WORD	  4239.			;X=374
	.WORD	  4369.			;X=375
	.WORD	  4531.			;X=376
	.WORD	  4694.			;X=377
	.WORD	  4824.			;X=378
	.WORD	  4987.			;X=379
	.WORD	  5117.			;X=380
	.WORD	  5216.			;X=381
	.WORD	  5314.			;X=382
	.WORD	  5445.			;X=383
	.WORD	  5543.			;X=384
	.WORD	  5705.			;X=385
	.WORD	  5804.			;X=386
	.WORD	  5966.			;X=387
	.WORD	  6097.			;X=388
	.WORD	  6195.			;X=389
	.WORD	  6294.			;X=390
	.WORD	  6392.			;X=391
	.WORD	  6522.			;X=392
	.WORD	  6685.			;X=393
	.WORD	  6815.			;X=394
	.WORD	  6914.			;X=395
	.WORD	  7076.			;X=396
	.WORD	  7239.			;X=397
	.WORD	  7337.			;X=398
	.WORD	  7436.			;X=399
	.WORD	  7074.			;X=400
	.WORD	  6809.			;X=401
	.WORD	  6448.			;X=402
	.WORD	  6118.			;X=403
	.WORD	  5629.			;X=404
	.WORD	  5268.			;X=405
	.WORD	  5002.			;X=406
	.WORD	  4769.			;X=407
	.WORD	  4535.			;X=408
	.WORD	  4270.			;X=409
	.WORD	  3909.			;X=410
	.WORD	  3515.			;X=411
	.WORD	  3108.			;X=412
	.WORD	  2796.			;X=413
	.WORD	  2389.			;X=414
	.WORD	  2077.			;X=415
	.WORD	  1509.			;X=416
	.WORD	  1326.			;X=417
	.WORD	  1078.			;X=418
	.WORD	   895.			;X=419
	.WORD	   583.			;X=420
	.WORD	   144.			;X=421
	.WORD	    64.			;X=422
	.WORD	   -15.			;X=423
	.WORD	  -127.			;X=424
	.WORD	  -114.			;X=425
	.WORD	  -101.			;X=426
	.WORD	   -56.			;X=427
	.WORD	   -10.			;X=428
	.WORD	     2.			;X=429
	.WORD	   -15.			;X=430
	.WORD	    29.			;X=431
	.WORD	    74.			;X=432
	.WORD	    56.			;X=433
	.WORD	    69.			;X=434
	.WORD	    82.			;X=435
	.WORD	    95.			;X=436
	.WORD	    88.			;X=437
	.WORD	    49.			;X=438
	.WORD	    73.			;X=439
	.WORD	    34.			;X=440
	.WORD	    59.			;X=441
	.WORD	    51.			;X=442
	.WORD	    44.			;X=443
	.WORD	    68.			;X=444
	.WORD	    29.			;X=445
	.WORD	    22.			;X=446
	.WORD	    14.			;X=447
	.WORD	     7.			;X=448
	.WORD	    32.			;X=449
	.WORD	    85.			;X=450
	.WORD	   171.			;X=451
	.WORD	   256.			;X=452
	.WORD	   310.			;X=453
	.WORD	   460.			;X=454
	.WORD	   555.			;X=455
	.WORD	   618.			;X=456
	.WORD	   681.			;X=457
	.WORD	   776.			;X=458
	.WORD	   839.			;X=459
	.WORD	   870.			;X=460
	.WORD	   933.			;X=461
	.WORD	   996.			;X=462
	.WORD	  1092.			;X=463
	.WORD	  1187.			;X=464
	.WORD	  1250.			;X=465
	.WORD	  1345.			;X=466
	.WORD	  1408.			;X=467
	.WORD	  1471.			;X=468
	.WORD	  1566.			;X=469
	.WORD	  1597.			;X=470
	.WORD	  1628.			;X=471
	.WORD	  1692.			;X=472
	.WORD	  1755.			;X=473
	.WORD	  1818.			;X=474
	.WORD	  1881.			;X=475
	.WORD	  1944.			;X=476
	.WORD	  2007.			;X=477
	.WORD	  2070.			;X=478
	.WORD	  2133.			;X=479
	.WORD	  2196.			;X=480
	.WORD	  2260.			;X=481
	.WORD	  2323.			;X=482
	.WORD	  2386.			;X=483
	.WORD	  2481.			;X=484
	.WORD	  2544.			;X=485
	.WORD	  2607.			;X=486
	.WORD	  2670.			;X=487
	.WORD	  2733.			;X=488
	.WORD	  2764.			;X=489
	.WORD	  2828.			;X=490
	.WORD	  2859.			;X=491
	.WORD	  2922.			;X=492
	.WORD	  2985.			;X=493
	.WORD	  3080.			;X=494
	.WORD	  3111.			;X=495
	.WORD	  3174.			;X=496
	.WORD	  3237.			;X=497
	.WORD	  3300.			;X=498
	.WORD	  3396.			;X=499
	.WORD	  3356.			;X=500
	.WORD	  3252.			;X=501
	.WORD	  2957.			;X=502
	.WORD	  3173.			;X=503
	.WORD	  3390.			;X=504
	.WORD	  3446.			;X=505
	.WORD	  3406.			;X=506
	.WORD	  3303.			;X=507
	.WORD	  3231.			;X=508
	.WORD	  3448.			;X=509
	.WORD	  3142.			;X=510
	.WORD	  3156.			;X=511
	.WORD	  3107.			;X=512
	.WORD	  3089.			;X=513
	.WORD	  2944.			;X=514
	.WORD	  2835.			;X=515
	.WORD	  2726.			;X=516
	.WORD	  2617.			;X=517
	.WORD	  2476.			;X=518
	.WORD	  2367.			;X=519
	.WORD	  2373.			;X=520
	.WORD	  2410.			;X=521
	.WORD	  2511.			;X=522
	.WORD	  2580.			;X=523
	.WORD	  2618.			;X=524
	.WORD	  2719.			;X=525
	.WORD	  2724.			;X=526
	.WORD	  2793.			;X=527
	.WORD	  2798.			;X=528
	.WORD	  2772.			;X=529
	.WORD	  2740.			;X=530
	.WORD	  2709.			;X=531
	.WORD	  2645.			;X=532
	.WORD	  2614.			;X=533
	.WORD	  2582.			;X=534
	.WORD	  2551.			;X=535
	.WORD	  2519.			;X=536
	.WORD	  2488.			;X=537
	.WORD	  2456.			;X=538
	.WORD	  2425.			;X=539
	.WORD	  2393.			;X=540
	.WORD	  2362.			;X=541
	.WORD	  2362.			;X=542
	.WORD	  2363.			;X=543
	.WORD	  2363.			;X=544
	.WORD	  2296.			;X=545
	.WORD	  2228.			;X=546
	.WORD	  2224.			;X=547
	.WORD	  2092.			;X=548
	.WORD	  2153.			;X=549
	.WORD	  2032.			;X=550
	.WORD	  2072.			;X=551
	.WORD	  2144.			;X=552
	.WORD	  2248.			;X=553
	.WORD	  2128.			;X=554
	.WORD	  1976.			;X=555
	.WORD	  2016.			;X=556
	.WORD	  1864.			;X=557
	.WORD	  1936.			;X=558
	.WORD	  1912.			;X=559
	.WORD	  1856.			;X=560
	.WORD	  1704.			;X=561
	.WORD	  1616.			;X=562
	.WORD	  1496.			;X=563
	.WORD	  1344.			;X=564
	.WORD	  1320.			;X=565
	.WORD	  1232.			;X=566
	.WORD	   952.			;X=567
	.WORD	   992.			;X=568
	.WORD	  1032.			;X=569
	.WORD	  1136.			;X=570
	.WORD	  1048.			;X=571
	.WORD	  1056.			;X=572
	.WORD	   968.			;X=573
	.WORD	   688.			;X=574
	.WORD	   792.			;X=575
	.WORD	   768.			;X=576
	.WORD	   744.			;X=577
	.WORD	   624.			;X=578
	.WORD	   343.			;X=579
	.WORD	   298.			;X=580
	.WORD	   444.			;X=581
	.WORD	   494.			;X=582
	.WORD	   289.			;X=583
	.WORD	   211.			;X=584
	.WORD	   165.			;X=585
	.WORD	   152.			;X=586
	.WORD	    74.			;X=587
	.WORD	   156.			;X=588
	.WORD	   174.			;X=589
	.WORD	   225.			;X=590
	.WORD	   147.			;X=591
	.WORD	   -58.			;X=592
	.WORD	   -39.			;X=593
	.WORD	   -85.			;X=594
	.WORD	  -163.			;X=595
	.WORD	   143.			;X=596
	.WORD	   449.			;X=597
	.WORD	   755.			;X=598
	.WORD	   934.			;X=599
	.WORD	   787.			;X=600
	.WORD	   673.			;X=601
	.WORD	   654.			;X=602
	.WORD	   636.			;X=603
	.WORD	   618.			;X=604
	.WORD	   471.			;X=605
	.WORD	   325.			;X=606
	.WORD	   403.			;X=607
	.WORD	   416.			;X=608
	.WORD	   270.			;X=609
	.WORD	   220.			;X=610
	.WORD	   105.			;X=611
	.WORD	    87.			;X=612
	.WORD	   101.			;X=613
	.WORD	   -13.			;X=614
	.WORD	   -63.			;X=615
	.WORD	    46.			;X=616
	.WORD	   155.			;X=617
	.WORD	   137.			;X=618
	.WORD	   183.			;X=619
	.WORD	   164.			;X=620
	.WORD	    50.			;X=621
	.WORD	    31.			;X=622
	.WORD	    13.			;X=623
	.WORD	   123.			;X=624
	.WORD	   104.			;X=625
	.WORD	   214.			;X=626
	.WORD	   228.			;X=627
	.WORD	   273.			;X=628
	.WORD	   287.			;X=629
	.WORD	   141.			;X=630
	.WORD	   250.			;X=631
	.WORD	   328.			;X=632
	.WORD	   278.			;X=633
	.WORD	   323.			;X=634
	.WORD	   401.			;X=635
	.WORD	   511.			;X=636
	.WORD	   364.			;X=637
	.WORD	   218.			;X=638
	.WORD	   200.			;X=639
	.WORD	   212.			;X=640
	.WORD	   160.			;X=641
	.WORD	   172.			;X=642
	.WORD	   152.			;X=643
	.WORD	   132.			;X=644
	.WORD	   112.			;X=645
	.WORD	    92.			;X=646
	.WORD	    72.			;X=647
	.WORD	    52.			;X=648
	.WORD	    63.			;X=649
	.WORD	    94.			;X=650
	.WORD	    93.			;X=651
	.WORD	    92.			;X=652
	.WORD	    90.			;X=653
	.WORD	    89.			;X=654
	.WORD	   120.			;X=655
	.WORD	   119.			;X=656
	.WORD	   117.			;X=657
	.WORD	   116.			;X=658
	.WORD	    83.			;X=659
	.WORD	    81.			;X=660
	.WORD	    80.			;X=661
	.WORD	    79.			;X=662
	.WORD	   110.			;X=663
	.WORD	   108.			;X=664
	.WORD	   139.			;X=665
	.WORD	   138.			;X=666
	.WORD	   136.			;X=667
	.WORD	   103.			;X=668
	.WORD	   134.			;X=669
	.WORD	   165.			;X=670
	.WORD	   131.			;X=671
	.WORD	   162.			;X=672
	.WORD	   193.			;X=673
	.WORD	   159.			;X=674
	.WORD	   185.			;X=675
	.WORD	   179.			;X=676
	.WORD	   140.			;X=677
	.WORD	   102.			;X=678
	.WORD	   128.			;X=679
	.WORD	   153.			;X=680
	.WORD	   147.			;X=681
	.WORD	   172.			;X=682
	.WORD	   134.			;X=683
	.WORD	   160.			;X=684
	.WORD	   153.			;X=685
	.WORD	   179.			;X=686
	.WORD	   204.			;X=687
	.WORD	   166.			;X=688
	.WORD	   160.			;X=689
	.WORD	   153.			;X=690
	.WORD	   179.			;X=691
	.WORD	   172.			;X=692
	.WORD	   166.			;X=693
	.WORD	   160.			;X=694
	.WORD	   153.			;X=695
	.WORD	   125.			;X=696
	.WORD	   110.			;X=697
	.WORD	   95.			;X=698
	.WORD	   80.			;X=699
	.WORD	   85.			;X=700
	.WORD	    82.			;X=701
	.WORD	    87.			;X=702
	.WORD	   84.			;X=703
	.WORD	   81.			;X=704
	.WORD	   86.			;X=705
	.WORD	   103.			;X=706
	.WORD	   125.			;X=707
	.WORD	   140.			;X=708
	.WORD	   152.			;X=709
	.WORD	   135.			;X=710
	.WORD	   130.			;X=711
	.WORD	   125.			;X=712
	.WORD	    88.			;X=713
	.WORD	    83.			;X=714
	.WORD	    46.			;X=715
	.WORD	    40.			;X=716
	.WORD	    35.			;X=717
	.WORD	    30.			;X=718
	.WORD	    25.			;X=719
	.WORD	    52.			;X=720
	.WORD	    47.			;X=721
	.WORD	    42.			;X=722
	.WORD	    37.			;X=723
	.WORD	    63.			;X=724
	.WORD	    61.			;X=725
	.WORD	    90.			;X=726
	.WORD	   120.			;X=727
	.WORD	   117.			;X=728
	.WORD	   115.			;X=729
	.WORD	   112.			;X=730
	.WORD	    78.			;X=731
	.WORD	    75.			;X=732
	.WORD	   104.			;X=733
	.WORD	    70.			;X=734
	.WORD	    67.			;X=735
	.WORD	    33.			;X=736
	.WORD	    62.			;X=737
	.WORD	    60.			;X=738
	.WORD	    57.			;X=739
	.WORD	    55.			;X=740
	.WORD	    52.			;X=741
	.WORD	    81.			;X=742
	.WORD	   111.			;X=743
	.WORD	   140.			;X=744
	.WORD	   138.			;X=745
	.WORD	   167.			;X=746
	.WORD	   165.			;X=747
	.WORD	   162.			;X=748
	.WORD	   192.			;X=749
	.WORD	   137.			;X=750
	.WORD	   179.			;X=751
	.WORD	   124.			;X=752
	.WORD	   230.			;X=753
	.WORD	   336.			;X=754
	.WORD	   377.			;X=755
	.WORD	   387.			;X=756
	.WORD	   301.			;X=757
	.WORD	   406.			;X=758
	.WORD	   288.			;X=759
	.WORD	   426.			;X=760
	.WORD	   467.			;X=761
	.WORD	   541.			;X=762
	.WORD	   423.			;X=763
	.WORD	   528.			;X=764
	.WORD	   506.			;X=765
	.WORD	   452.			;X=766
	.WORD	   365.			;X=767
	.WORD	   311.			;X=768
	.WORD	   193.			;X=769
	.WORD	   298.			;X=770
	.WORD	   436.			;X=771
	.WORD	   510.			;X=772
	.WORD	   487.			;X=773
	.WORD	   465.			;X=774
	.WORD	   347.			;X=775
	.WORD	   260.			;X=776
	.WORD	   334.			;X=777
	.WORD	   440.			;X=778
	.WORD	   417.			;X=779
	.WORD	   427.			;X=780
	.WORD	   341.			;X=781
	.WORD	   318.			;X=782
	.WORD	   232.			;X=783
	.WORD	   146.			;X=784
	.WORD	    27.			;X=785
	.WORD	    69.			;X=786
	.WORD	   175.			;X=787
	.WORD	   280.			;X=788
	.WORD	   258.			;X=789
	.WORD	   204.			;X=790
	.WORD	   277.			;X=791
	.WORD	   415.			;X=792
	.WORD	   425.			;X=793
	.WORD	   466.			;X=794
	.WORD	   412.			;X=795
	.WORD	   326.			;X=796
	.WORD	   463.			;X=797
	.WORD	   537.			;X=798
	.WORD	   547.			;X=799
	.WORD	   798.			;X=800
	.WORD	   665.			;X=801
	.WORD	   660.			;X=802
	.WORD	   592.			;X=803
	.WORD	   555.			;X=804
	.WORD	   646.			;X=805
	.WORD	   514.			;X=806
	.WORD	   765.			;X=807
	.WORD	   760.			;X=808
	.WORD	   755.			;X=809
	.WORD	   875.			;X=810
	.WORD	   994.			;X=811
	.WORD	  1081.			;X=812
	.WORD	  1136.			;X=813
	.WORD	  1223.			;X=814
	.WORD	  1311.			;X=815
	.WORD	  1398.			;X=816
	.WORD	  1485.			;X=817
	.WORD	  1604.			;X=818
	.WORD	  1691.			;X=819
	.WORD	  1747.			;X=820
	.WORD	  1834.			;X=821
	.WORD	  1921.			;X=822
	.WORD	  1976.			;X=823
	.WORD	  2095.			;X=824
	.WORD	  2183.			;X=825
	.WORD	  2238.			;X=826
	.WORD	  2357.			;X=827
	.WORD	  2412.			;X=828
	.WORD	  2468.			;X=829
	.WORD	  2422.			;X=830
	.WORD	  2440.			;X=831
	.WORD	  2523.			;X=832
	.WORD	  2381.			;X=833
	.WORD	  2336.			;X=834
	.WORD	  2380.			;X=835
	.WORD	  2392.			;X=836
	.WORD	  2404.			;X=837
	.WORD	  2449.			;X=838
	.WORD	  2493.			;X=839
	.WORD	  2505.			;X=840
	.WORD	  2517.			;X=841
	.WORD	  2562.			;X=842
	.WORD	  2574.			;X=843
	.WORD	  2586.			;X=844
	.WORD	  2598.			;X=845
	.WORD	  2643.			;X=846
	.WORD	  2687.			;X=847
	.WORD	  2731.			;X=848
	.WORD	  2775.			;X=849
	.WORD	  2849.			;X=850
	.WORD	  2890.			;X=851
	.WORD	  2932.			;X=852
	.WORD	  2781.			;X=853
	.WORD	  2759.			;X=854
	.WORD	  2832.			;X=855
	.WORD	  2810.			;X=856
	.WORD	  2787.			;X=857
	.WORD	  2509.			;X=858
	.WORD	  2742.			;X=859
	.WORD	  2752.			;X=860
	.WORD	  2825.			;X=861
	.WORD	  2899.			;X=862
	.WORD	  2844.			;X=863
	.WORD	  2822.			;X=864
	.WORD	  2543.			;X=865
	.WORD	  2777.			;X=866
	.WORD	  2882.			;X=867
	.WORD	  2892.			;X=868
	.WORD	  2773.			;X=869
	.WORD	  2879.			;X=870
	.WORD	  2792.			;X=871
	.WORD	  2770.			;X=872
	.WORD	  2747.			;X=873
	.WORD	  2629.			;X=874
	.WORD	  2670.			;X=875
	.WORD	  2391.			;X=876
	.WORD	  2497.			;X=877
	.WORD	  2570.			;X=878
	.WORD	  2804.			;X=879
	.WORD	  2781.			;X=880
	.WORD	  2823.			;X=881
	.WORD	  2544.			;X=882
	.WORD	  2490.			;X=883
	.WORD	  2435.			;X=884
	.WORD	  2477.			;X=885
	.WORD	  2518.			;X=886
	.WORD	  2368.			;X=887
	.WORD	  2313.			;X=888
	.WORD	  2419.			;X=889
	.WORD	  2524.			;X=890
	.WORD	  2502.			;X=891
	.WORD	  2479.			;X=892
	.WORD	  2553.			;X=893
	.WORD	  2562.			;X=894
	.WORD	  2540.			;X=895
	.WORD	  2549.			;X=896
	.WORD	  2591.			;X=897
	.WORD	  2664.			;X=898
	.WORD	  2386.			;X=899
	.WORD	  2455.			;X=900
	.WORD	  2428.			;X=901
	.WORD	  2145.			;X=902
	.WORD	  2119.			;X=903
	.WORD	  2156.			;X=904
	.WORD	  2001.			;X=905
	.WORD	  1974.			;X=906
	.WORD	  2204.			;X=907
	.WORD	  2145.			;X=908
	.WORD	  2374.			;X=909
	.WORD	  2476.			;X=910
	.PAGE
;
;		THIS TABLE HOLDS THE FEATURES OF THE MOON
;		THAT MAY CHANGE FROM TIME TO TIME.
;		0=NOTHING SPECIAL.
;		1=LANDED SHIP.
;		2=PLANTED AMERICAN FLAG.
;		3=DEAD SHIP TILTED LEFT.
;		4=DEAD SHIP TILTED RIGHT.
;		5=BOULDER. <ROCK TO YOU STUPID PEOPLES>
;		6=MACDONALD'S <LEFT OR RIGHT EDGES ONLY>
;		7=CENTER OF MACDONALD'S <WHERE TO DRAW CENTER OF IT>
;
	.BYTE	0*20+0			;X= -9	X=-10
	.BYTE	5*20+0			;X= -7	X= -8
	.BYTE	0*20+0			;X= -5	X= -6
	.BYTE	0*20+0			;X= -3	X= -4
	.BYTE	0*20+0			;X= -1	X= -2
FEATUR:	.BYTE	0*20+5			;X=  1	X=  0
	.BYTE	0*20+0			;X=  3	X=  2
	.BYTE	0*20+0			;X=  5	X=  4
	.BYTE	0*20+0			;X=  7	X=  6
	.BYTE	0*20+0			;X=  9	X=  8
	.BYTE	0*20+0			;X= 11	X= 10
	.BYTE	0*20+0			;X= 13	X= 12
	.BYTE	0*20+0			;X= 15	X= 14
	.BYTE	0*20+0			;X= 17	X= 16
	.BYTE	0*20+0			;X= 19	X= 18
	.BYTE	0*20+0			;X= 21	X= 20
	.BYTE	0*20+0			;X= 23	X= 22
	.BYTE	0*20+0			;X= 25	X= 24
	.BYTE	0*20+5			;X= 27	X= 26
	.BYTE	5*20+5			;X= 29	X= 28
	.BYTE	0*20+0			;X= 31	X= 30
	.BYTE	0*20+0			;X= 33	X= 32
	.BYTE	0*20+0			;X= 35	X= 34
	.BYTE	0*20+0			;X= 37	X= 36
	.BYTE	0*20+0			;X= 39	X= 38
	.BYTE	0*20+0			;X= 41	X= 40
	.BYTE	0*20+0			;X= 43	X= 42
	.BYTE	0*20+5			;X= 45	X= 44
	.BYTE	0*20+0			;X= 47	X= 46
	.BYTE	0*20+0			;X= 49	X= 48
	.BYTE	5*20+5			;X= 51	X= 50
	.BYTE	0*20+5			;X= 53	X= 52
	.BYTE	5*20+5			;X= 55	X= 54
	.BYTE	0*20+0			;X= 57	X= 56
	.BYTE	0*20+0			;X= 59	X= 58
	.BYTE	0*20+5			;X= 61	X= 60
	.BYTE	0*20+5			;X= 63	X= 62
	.BYTE	5*20+5			;X= 65	X= 64
	.BYTE	5*20+0			;X= 67	X= 66
	.BYTE	0*20+5			;X= 69	X= 68
	.BYTE	5*20+5			;X= 71	X= 70
	.BYTE	5*20+5			;X= 73	X= 72
	.BYTE	5*20+0			;X= 75	X= 74
	.BYTE	0*20+5			;X= 77	X= 76
	.BYTE	0*20+5			;X= 79	X= 78
	.BYTE	0*20+0			;X= 81	X= 80
	.BYTE	0*20+5			;X= 83	X= 82
	.BYTE	5*20+0			;X= 85	X= 84
	.BYTE	0*20+5			;X= 87	X= 86
	.BYTE	0*20+0			;X= 89	X= 88
	.BYTE	0*20+5			;X= 91	X= 90
	.BYTE	0*20+0			;X= 93	X= 92
	.BYTE	0*20+0			;X= 95	X= 94
	.BYTE	5*20+5			;X= 97	X= 96
	.BYTE	0*20+0			;X= 99	X= 98
	.BYTE	0*20+5			;X=101	X=100
	.BYTE	5*20+5			;X=103	X=102
	.BYTE	0*20+5			;X=105	X=104
	.BYTE	5*20+5			;X=107	X=106
	.BYTE	0*20+5			;X=109	X=108
	.BYTE	0*20+5			;X=111	X=110
	.BYTE	5*20+0			;X=113	X=112
	.BYTE	5*20+5			;X=115	X=114
	.BYTE	5*20+5			;X=117	X=116
	.BYTE	5*20+5			;X=119	X=118
	.BYTE	0*20+5			;X=121	X=120
	.BYTE	5*20+5			;X=123	X=122
	.BYTE	5*20+5			;X=125	X=124
	.BYTE	5*20+5			;X=127	X=126
	.BYTE	0*20+5			;X=129	X=128
	.BYTE	5*20+5			;X=131	X=130
	.BYTE	0*20+5			;X=133	X=132
	.BYTE	5*20+5			;X=135	X=134
	.BYTE	5*20+5			;X=137	X=136
	.BYTE	5*20+5			;X=139	X=138
	.BYTE	0*20+5			;X=141	X=140
	.BYTE	0*20+5			;X=143	X=142
	.BYTE	5*20+5			;X=145	X=144
	.BYTE	5*20+5			;X=147	X=146
	.BYTE	5*20+0			;X=149	X=148
	.BYTE	5*20+5			;X=151	X=150
	.BYTE	5*20+5			;X=153	X=152
	.BYTE	5*20+5			;X=155	X=154
	.BYTE	5*20+0			;X=157	X=156
	.BYTE	0*20+0			;X=159	X=158
	.BYTE	5*20+5			;X=161	X=160
	.BYTE	0*20+5			;X=163	X=162
	.BYTE	0*20+5			;X=165	X=164
	.BYTE	5*20+5			;X=167	X=166
	.BYTE	5*20+5			;X=169	X=168
	.BYTE	5*20+5			;X=171	X=170
	.BYTE	5*20+5			;X=173	X=172
	.BYTE	0*20+5			;X=175	X=174
	.BYTE	5*20+5			;X=177	X=176
	.BYTE	0*20+5			;X=179	X=178
	.BYTE	5*20+0			;X=181	X=180
	.BYTE	0*20+5			;X=183	X=182
	.BYTE	5*20+5			;X=185	X=184
	.BYTE	5*20+5			;X=187	X=186
	.BYTE	5*20+5			;X=189	X=188
	.BYTE	5*20+5			;X=191	X=190
	.BYTE	5*20+5			;X=193	X=192
	.BYTE	5*20+5			;X=195	X=194
	.BYTE	5*20+5			;X=197	X=196
	.BYTE	0*20+5			;X=199	X=198
	.BYTE	0*20+0			;X=201	X=200
	.BYTE	5*20+0			;X=203	X=202
	.BYTE	0*20+0			;X=205	X=204
	.BYTE	0*20+0			;X=207	X=206
	.BYTE	0*20+0			;X=209	X=208
	.BYTE	0*20+5			;X=211	X=210
	.BYTE	0*20+0			;X=213	X=212
	.BYTE	0*20+0			;X=215	X=214
	.BYTE	0*20+0			;X=217	X=216
	.BYTE	0*20+0			;X=219	X=218
	.BYTE	5*20+0			;X=221	X=220
	.BYTE	5*20+5			;X=223	X=222
	.BYTE	0*20+0			;X=225	X=224
	.BYTE	0*20+0			;X=227	X=226
	.BYTE	0*20+0			;X=229	X=228
	.BYTE	0*20+0			;X=231	X=230
	.BYTE	0*20+0			;X=233	X=232
	.BYTE	0*20+5			;X=235	X=234
	.BYTE	0*20+0			;X=237	X=236
	.BYTE	0*20+0			;X=239	X=238
	.BYTE	0*20+5			;X=241	X=240
	.BYTE	0*20+0			;X=243	X=242
	.BYTE	0*20+5			;X=245	X=244
	.BYTE	0*20+0			;X=247	X=246
	.BYTE	0*20+0			;X=249	X=248
	.BYTE	0*20+5			;X=251	X=250
	.BYTE	0*20+5			;X=253	X=252
	.BYTE	0*20+0			;X=255	X=254
	.BYTE	0*20+0			;X=257	X=256
	.BYTE	0*20+0			;X=259	X=258
	.BYTE	0*20+0			;X=261	X=260
	.BYTE	0*20+0			;X=263	X=262
	.BYTE	0*20+0			;X=265	X=264
	.BYTE	0*20+5			;X=267	X=266
	.BYTE	0*20+0			;X=269	X=268
	.BYTE	0*20+0			;X=271	X=270
	.BYTE	0*20+0			;X=273	X=272
	.BYTE	0*20+0			;X=275	X=274
	.BYTE	0*20+0			;X=277	X=276
	.BYTE	0*20+0			;X=279	X=278
	.BYTE	5*20+0			;X=281	X=280
	.BYTE	0*20+0			;X=283	X=282
	.BYTE	0*20+0			;X=285	X=284
	.BYTE	0*20+0			;X=287	X=286
	.BYTE	0*20+0			;X=289	X=288
	.BYTE	0*20+0			;X=291	X=290
	.BYTE	0*20+0			;X=293	X=292
	.BYTE	0*20+0			;X=295	X=294
	.BYTE	0*20+0			;X=297	X=296
	.BYTE	0*20+0			;X=299	X=298
	.BYTE	5*20+5			;X=301	X=300
	.BYTE	5*20+5			;X=303	X=302
	.BYTE	5*20+0			;X=305	X=304
	.BYTE	5*20+5			;X=307	X=306
	.BYTE	0*20+5			;X=309	X=308
	.BYTE	5*20+5			;X=311	X=310
	.BYTE	0*20+5			;X=313	X=312
	.BYTE	5*20+5			;X=315	X=314
	.BYTE	5*20+5			;X=317	X=316
	.BYTE	5*20+5			;X=319	X=318
	.BYTE	5*20+5			;X=321	X=320
	.BYTE	5*20+5			;X=323	X=322
	.BYTE	5*20+5			;X=325	X=324
	.BYTE	5*20+5			;X=327	X=326
	.BYTE	5*20+5			;X=329	X=328
	.BYTE	5*20+5			;X=331	X=330
	.BYTE	5*20+5			;X=333	X=332
	.BYTE	5*20+5			;X=335	X=334
	.BYTE	5*20+5			;X=337	X=336
	.BYTE	5*20+5			;X=339	X=338
	.BYTE	5*20+5			;X=341	X=340
	.BYTE	5*20+5			;X=343	X=342
	.BYTE	5*20+5			;X=345	X=344
	.BYTE	5*20+5			;X=347	X=346
	.BYTE	5*20+5			;X=349	X=348
	.BYTE	0*20+0			;X=351	X=350
	.BYTE	0*20+0			;X=353	X=352
	.BYTE	0*20+0			;X=355	X=354
	.BYTE	5*20+0			;X=357	X=356
	.BYTE	5*20+5			;X=359	X=358
	.BYTE	5*20+5			;X=361	X=360
	.BYTE	0*20+0			;X=363	X=362
	.BYTE	0*20+0			;X=365	X=364
	.BYTE	0*20+0			;X=367	X=366
	.BYTE	0*20+0			;X=369	X=368
	.BYTE	0*20+0			;X=371	X=370
	.BYTE	0*20+0			;X=373	X=372
	.BYTE	0*20+0			;X=375	X=374
	.BYTE	0*20+0			;X=377	X=376
	.BYTE	0*20+5			;X=379	X=378
	.BYTE	0*20+0			;X=381	X=380
	.BYTE	0*20+5			;X=383	X=382
	.BYTE	0*20+0			;X=385	X=384
	.BYTE	0*20+5			;X=387	X=386
	.BYTE	0*20+0			;X=389	X=388
	.BYTE	0*20+0			;X=391	X=390
	.BYTE	0*20+0			;X=393	X=392
	.BYTE	0*20+0			;X=395	X=394
	.BYTE	0*20+0			;X=397	X=396
	.BYTE	0*20+0			;X=399	X=398
	.BYTE	5*20+5			;X=401	X=400
	.BYTE	5*20+5			;X=403	X=402
	.BYTE	5*20+5			;X=405	X=404
	.BYTE	5*20+5			;X=407	X=406
	.BYTE	5*20+5			;X=409	X=408
	.BYTE	5*20+5			;X=411	X=410
	.BYTE	5*20+5			;X=413	X=412
	.BYTE	5*20+5			;X=415	X=414
	.BYTE	5*20+0			;X=417	X=416
	.BYTE	5*20+5			;X=419	X=418
	.BYTE	5*20+5			;X=421	X=420
	.BYTE	0*20+5			;X=423	X=422
	.BYTE	0*20+5			;X=425	X=424
	.BYTE	0*20+0			;X=427	X=426
	.BYTE	0*20+0			;X=429	X=428
	.BYTE	0*20+5			;X=431	X=430
	.BYTE	0*20+0			;X=433	X=432
	.BYTE	5*20+0			;X=435	X=434
	.BYTE	5*20+0			;X=437	X=436
	.BYTE	0*20+0			;X=439	X=438
	.BYTE	0*20+0			;X=441	X=440
	.BYTE	0*20+0			;X=443	X=442
	.BYTE	0*20+0			;X=445	X=444
	.BYTE	0*20+0			;X=447	X=446
	.BYTE	0*20+0			;X=449	X=448
	.BYTE	5*20+0			;X=451	X=450
	.BYTE	5*20+0			;X=453	X=452
	.BYTE	0*20+5			;X=455	X=454
	.BYTE	0*20+0			;X=457	X=456
	.BYTE	5*20+0			;X=459	X=458
	.BYTE	0*20+5			;X=461	X=460
	.BYTE	0*20+5			;X=463	X=462
	.BYTE	5*20+5			;X=465	X=464
	.BYTE	0*20+5			;X=467	X=466
	.BYTE	0*20+0			;X=469	X=468
	.BYTE	0*20+5			;X=471	X=470
	.BYTE	0*20+5			;X=473	X=472
	.BYTE	0*20+5			;X=475	X=474
	.BYTE	0*20+0			;X=477	X=476
	.BYTE	0*20+5			;X=479	X=478
	.BYTE	0*20+0			;X=481	X=480
	.BYTE	0*20+0			;X=483	X=482
	.BYTE	0*20+0			;X=485	X=484
	.BYTE	0*20+0			;X=487	X=486
	.BYTE	0*20+0			;X=489	X=488
	.BYTE	0*20+0			;X=491	X=490
	.BYTE	5*20+0			;X=493	X=492
	.BYTE	0*20+0			;X=495	X=494
	.BYTE	0*20+0			;X=497	X=496
	.BYTE	0*20+0			;X=499	X=498
	.BYTE	5*20+5			;X=501	X=500
	.BYTE	5*20+5			;X=503	X=502
	.BYTE	5*20+5			;X=505	X=504
	.BYTE	5*20+5			;X=507	X=506
	.BYTE	5*20+5			;X=509	X=508
	.BYTE	5*20+5			;X=511	X=510
	.BYTE	5*20+5			;X=513	X=512
	.BYTE	5*20+0			;X=515	X=514
	.BYTE	5*20+0			;X=517	X=516
	.BYTE	5*20+5			;X=519	X=518
	.BYTE	5*20+5			;X=521	X=520
	.BYTE	5*20+5			;X=523	X=522
	.BYTE	5*20+5			;X=525	X=524
	.BYTE	5*20+0			;X=527	X=526
	.BYTE	5*20+5			;X=529	X=528
	.BYTE	5*20+5			;X=531	X=530
	.BYTE	5*20+5			;X=533	X=532
	.BYTE	0*20+5			;X=535	X=534
	.BYTE	5*20+5			;X=537	X=536
	.BYTE	5*20+0			;X=539	X=538
	.BYTE	5*20+0			;X=541	X=540
	.BYTE	5*20+5			;X=543	X=542
	.BYTE	5*20+5			;X=545	X=544
	.BYTE	5*20+5			;X=547	X=546
	.BYTE	5*20+5			;X=549	X=548
	.BYTE	5*20+5			;X=551	X=550
	.BYTE	5*20+5			;X=553	X=552
	.BYTE	5*20+0			;X=555	X=554
	.BYTE	5*20+5			;X=557	X=556
	.BYTE	5*20+5			;X=559	X=558
	.BYTE	5*20+5			;X=561	X=560
	.BYTE	5*20+5			;X=563	X=562
	.BYTE	5*20+5			;X=565	X=564
	.BYTE	5*20+5			;X=567	X=566
	.BYTE	5*20+5			;X=569	X=568
	.BYTE	5*20+5			;X=571	X=570
	.BYTE	5*20+0			;X=573	X=572
	.BYTE	5*20+5			;X=575	X=574
	.BYTE	0*20+5			;X=577	X=576
	.BYTE	0*20+5			;X=579	X=578
	.BYTE	0*20+5			;X=581	X=580
	.BYTE	5*20+0			;X=583	X=582
	.BYTE	5*20+0			;X=585	X=584
	.BYTE	5*20+5			;X=587	X=586
	.BYTE	5*20+5			;X=589	X=588
	.BYTE	5*20+5			;X=591	X=590
	.BYTE	5*20+5			;X=593	X=592
	.BYTE	5*20+5			;X=595	X=594
	.BYTE	5*20+5			;X=597	X=596
	.BYTE	5*20+5			;X=599	X=598
	.BYTE	0*20+0			;X=601	X=600
	.BYTE	0*20+0			;X=603	X=602
	.BYTE	0*20+0			;X=605	X=604
	.BYTE	0*20+0			;X=607	X=606
	.BYTE	0*20+0			;X=609	X=608
	.BYTE	0*20+0			;X=611	X=610
	.BYTE	0*20+0			;X=613	X=612
	.BYTE	0*20+0			;X=615	X=614
	.BYTE	5*20+0			;X=617	X=616
	.BYTE	5*20+0			;X=619	X=618
	.BYTE	0*20+0			;X=621	X=620
	.BYTE	0*20+0			;X=623	X=622
	.BYTE	0*20+0			;X=625	X=624
	.BYTE	0*20+0			;X=627	X=626
	.BYTE	0*20+0			;X=629	X=628
	.BYTE	0*20+0			;X=631	X=630
	.BYTE	5*20+0			;X=633	X=632
	.BYTE	0*20+0			;X=635	X=634
	.BYTE	0*20+0			;X=637	X=636
	.BYTE	0*20+0			;X=639	X=638
	.BYTE	0*20+0			;X=641	X=640
	.BYTE	0*20+0			;X=643	X=642
	.BYTE	0*20+5			;X=645	X=644
	.BYTE	0*20+0			;X=647	X=646
	.BYTE	0*20+0			;X=649	X=648
	.BYTE	0*20+5			;X=651	X=650
	.BYTE	0*20+0			;X=653	X=652
	.BYTE	0*20+0			;X=655	X=654
	.BYTE	0*20+0			;X=657	X=656
	.BYTE	0*20+0			;X=659	X=658
	.BYTE	0*20+0			;X=661	X=660
	.BYTE	0*20+0			;X=663	X=662
	.BYTE	0*20+0			;X=665	X=664
	.BYTE	0*20+0			;X=667	X=666
	.BYTE	5*20+0			;X=669	X=668
	.BYTE	5*20+5			;X=671	X=670
	.BYTE	0*20+0			;X=673	X=672
	.BYTE	0*20+0			;X=675	X=674
	.BYTE	0*20+0			;X=677	X=676
	.BYTE	0*20+0			;X=679	X=678
	.BYTE	0*20+0			;X=681	X=680
	.BYTE	0*20+0			;X=683	X=682
	.BYTE	0*20+0			;X=685	X=684
	.BYTE	0*20+0			;X=687	X=686
	.BYTE	5*20+5			;X=689	X=688
	.BYTE	0*20+5			;X=691	X=690
	.BYTE	0*20+0			;X=693	X=692
	.BYTE	0*20+0			;X=695	X=694
	.BYTE	0*20+0			;X=697	X=696
	.BYTE	0*20+0			;X=699	X=698
	.BYTE	0*20+0			;X=701	X=700
	.BYTE	7*20+6			;X=703	X=702
	.BYTE	0*20+6			;X=705	X=704
	.BYTE	5*20+0			;X=707	X=706
	.BYTE	5*20+5			;X=709	X=708
	.BYTE	5*20+0			;X=711	X=710
	.BYTE	0*20+0			;X=713	X=712
	.BYTE	5*20+0			;X=715	X=714
	.BYTE	5*20+0			;X=717	X=716
	.BYTE	0*20+0			;X=719	X=718
	.BYTE	5*20+5			;X=721	X=720
	.BYTE	5*20+5			;X=723	X=722
	.BYTE	0*20+0			;X=725	X=724
	.BYTE	0*20+5			;X=727	X=726
	.BYTE	0*20+0			;X=729	X=728
	.BYTE	5*20+0			;X=731	X=730
	.BYTE	0*20+5			;X=733	X=732
	.BYTE	5*20+5			;X=735	X=734
	.BYTE	5*20+0			;X=737	X=736
	.BYTE	0*20+0			;X=739	X=738
	.BYTE	5*20+0			;X=741	X=740
	.BYTE	5*20+0			;X=743	X=742
	.BYTE	0*20+5			;X=745	X=744
	.BYTE	0*20+0			;X=747	X=746
	.BYTE	0*20+0			;X=749	X=748
	.BYTE	5*20+0			;X=751	X=750
	.BYTE	0*20+5			;X=753	X=752
	.BYTE	0*20+0			;X=755	X=754
	.BYTE	5*20+0			;X=757	X=756
	.BYTE	5*20+0			;X=759	X=758
	.BYTE	0*20+0			;X=761	X=760
	.BYTE	0*20+0			;X=763	X=762
	.BYTE	5*20+0			;X=765	X=764
	.BYTE	0*20+0			;X=767	X=766
	.BYTE	5*20+5			;X=769	X=768
	.BYTE	5*20+0			;X=771	X=770
	.BYTE	0*20+0			;X=773	X=772
	.BYTE	5*20+0			;X=775	X=774
	.BYTE	0*20+0			;X=777	X=776
	.BYTE	5*20+0			;X=779	X=778
	.BYTE	0*20+0			;X=781	X=780
	.BYTE	0*20+0			;X=783	X=782
	.BYTE	0*20+5			;X=785	X=784
	.BYTE	0*20+0			;X=787	X=786
	.BYTE	0*20+0			;X=789	X=788
	.BYTE	0*20+0			;X=791	X=790
	.BYTE	0*20+0			;X=793	X=792
	.BYTE	0*20+0			;X=795	X=794
	.BYTE	0*20+0			;X=797	X=796
	.BYTE	0*20+0			;X=799	X=798
	.BYTE	0*20+0			;X=801	X=800
	.BYTE	0*20+0			;X=803	X=802
	.BYTE	0*20+0			;X=805	X=804
	.BYTE	0*20+5			;X=807	X=806
	.BYTE	0*20+0			;X=809	X=808
	.BYTE	0*20+0			;X=811	X=810
	.BYTE	0*20+0			;X=813	X=812
	.BYTE	0*20+0			;X=815	X=814
	.BYTE	0*20+0			;X=817	X=816
	.BYTE	0*20+0			;X=819	X=818
	.BYTE	0*20+0			;X=821	X=820
	.BYTE	0*20+0			;X=823	X=822
	.BYTE	0*20+0			;X=825	X=824
	.BYTE	5*20+0			;X=827	X=826
	.BYTE	0*20+5			;X=829	X=828
	.BYTE	0*20+0			;X=831	X=830
	.BYTE	0*20+0			;X=833	X=832
	.BYTE	0*20+0			;X=835	X=834
	.BYTE	5*20+5			;X=837	X=836
	.BYTE	0*20+0			;X=839	X=838
	.BYTE	5*20+0			;X=841	X=840
	.BYTE	0*20+5			;X=843	X=842
	.BYTE	0*20+0			;X=845	X=844
	.BYTE	0*20+0			;X=847	X=846
	.BYTE	5*20+0			;X=849	X=848
	.BYTE	5*20+5			;X=851	X=850
	.BYTE	5*20+5			;X=853	X=852
	.BYTE	5*20+0			;X=855	X=854
	.BYTE	5*20+5			;X=857	X=856
	.BYTE	5*20+5			;X=859	X=858
	.BYTE	5*20+5			;X=861	X=860
	.BYTE	5*20+5			;X=863	X=862
	.BYTE	5*20+5			;X=865	X=864
	.BYTE	5*20+5			;X=867	X=866
	.BYTE	5*20+0			;X=869	X=868
	.BYTE	5*20+0			;X=871	X=870
	.BYTE	5*20+5			;X=873	X=872
	.BYTE	0*20+5			;X=875	X=874
	.BYTE	5*20+5			;X=877	X=876
	.BYTE	5*20+5			;X=879	X=878
	.BYTE	5*20+5			;X=881	X=880
	.BYTE	5*20+5			;X=883	X=882
	.BYTE	0*20+0			;X=885	X=884
	.BYTE	5*20+5			;X=887	X=886
	.BYTE	5*20+5			;X=889	X=888
	.BYTE	5*20+5			;X=891	X=890
	.BYTE	5*20+5			;X=893	X=892
	.BYTE	5*20+5			;X=895	X=894
	.BYTE	5*20+5			;X=897	X=896
	.BYTE	5*20+5			;X=899	X=898
	.BYTE	5*20+5			;X=901	X=900
	.BYTE	5*20+5			;X=903	X=902
	.BYTE	5*20+5			;X=905	X=904
	.BYTE	5*20+5			;X=907	X=906
	.BYTE	5*20+5			;X=909	X=908
	.BYTE	0*20+5			;X=911	X=910
	.EVEN				;MAKE SURE TO BRING TO BRING BYTES BACK.
	.PAGE
;
;		SINE AND COSINE TABLES FROM 0 TO 359 DEGREES.
;
SINTAB:	000000			;    0 DEGREES.
	000436			;    1 DEGREES.
	001074			;    2 DEGREES.
	001531			;    3 DEGREES.
	002167			;    4 DEGREES.
	002624			;    5 DEGREES.
	003261			;    6 DEGREES.
	003715			;    7 DEGREES.
	004350			;    8 DEGREES.
	005003			;    9 DEGREES.
	005435			;   10 DEGREES.
	006066			;   11 DEGREES.
	006516			;   12 DEGREES.
	007146			;   13 DEGREES.
	007574			;   14 DEGREES.
	010220			;   15 DEGREES.
	010644			;   16 DEGREES.
	011266			;   17 DEGREES.
	011707			;   18 DEGREES.
	012326			;   19 DEGREES.
	012744			;   20 DEGREES.
	013360			;   21 DEGREES.
	013772			;   22 DEGREES.
	014402			;   23 DEGREES.
	015010			;   24 DEGREES.
	015414			;   25 DEGREES.
	016016			;   26 DEGREES.
	016416			;   27 DEGREES.
	017014			;   28 DEGREES.
	017407			;   29 DEGREES.
	020000			;   30 DEGREES.
	020366			;   31 DEGREES.
	020752			;   32 DEGREES.
	021333			;   33 DEGREES.
	021712			;   34 DEGREES.
	022265			;   35 DEGREES.
	022636			;   36 DEGREES.
	023204			;   37 DEGREES.
	023547			;   38 DEGREES.
	024107			;   39 DEGREES.
	024443			;   40 DEGREES.
	024775			;   41 DEGREES.
	025323			;   42 DEGREES.
	025646			;   43 DEGREES.
	026165			;   44 DEGREES.
	026501			;   45 DEGREES.
	027012			;   46 DEGREES.
	027316			;   47 DEGREES.
	027620			;   48 DEGREES.
	030115			;   49 DEGREES.
	030407			;   50 DEGREES.
	030675			;   51 DEGREES.
	031157			;   52 DEGREES.
	031435			;   53 DEGREES.
	031707			;   54 DEGREES.
	032155			;   55 DEGREES.
	032417			;   56 DEGREES.
	032655			;   57 DEGREES.
	033106			;   58 DEGREES.
	033334			;   59 DEGREES.
	033555			;   60 DEGREES.
	033772			;   61 DEGREES.
	034202			;   62 DEGREES.
	034406			;   63 DEGREES.
	034606			;   64 DEGREES.
	035001			;   65 DEGREES.
	035170			;   66 DEGREES.
	035352			;   67 DEGREES.
	035527			;   68 DEGREES.
	035700			;   69 DEGREES.
	036044			;   70 DEGREES.
	036203			;   71 DEGREES.
	036336			;   72 DEGREES.
	036464			;   73 DEGREES.
	036605			;   74 DEGREES.
	036722			;   75 DEGREES.
	037031			;   76 DEGREES.
	037134			;   77 DEGREES.
	037232			;   78 DEGREES.
	037323			;   79 DEGREES.
	037407			;   80 DEGREES.
	037466			;   81 DEGREES.
	037541			;   82 DEGREES.
	037606			;   83 DEGREES.
	037646			;   84 DEGREES.
	037702			;   85 DEGREES.
	037730			;   86 DEGREES.
	037752			;   87 DEGREES.
	037766			;   88 DEGREES.
	037776			;   89 DEGREES.
COSTAB:	040000			;   90 DEGREES.
	037776			;   91 DEGREES.
	037766			;   92 DEGREES.
	037752			;   93 DEGREES.
	037730			;   94 DEGREES.
	037702			;   95 DEGREES.
	037646			;   96 DEGREES.
	037606			;   97 DEGREES.
	037541			;   98 DEGREES.
	037466			;   99 DEGREES.
	037407			;  100 DEGREES.
	037323			;  101 DEGREES.
	037232			;  102 DEGREES.
	037134			;  103 DEGREES.
	037031			;  104 DEGREES.
	036722			;  105 DEGREES.
	036605			;  106 DEGREES.
	036464			;  107 DEGREES.
	036336			;  108 DEGREES.
	036203			;  109 DEGREES.
	036044			;  110 DEGREES.
	035700			;  111 DEGREES.
	035527			;  112 DEGREES.
	035352			;  113 DEGREES.
	035170			;  114 DEGREES.
	035001			;  115 DEGREES.
	034606			;  116 DEGREES.
	034406			;  117 DEGREES.
	034202			;  118 DEGREES.
	033772			;  119 DEGREES.
	033555			;  120 DEGREES.
	033334			;  121 DEGREES.
	033106			;  122 DEGREES.
	032655			;  123 DEGREES.
	032417			;  124 DEGREES.
	032155			;  125 DEGREES.
	031707			;  126 DEGREES.
	031435			;  127 DEGREES.
	031157			;  128 DEGREES.
	030675			;  129 DEGREES.
	030407			;  130 DEGREES.
	030115			;  131 DEGREES.
	027620			;  132 DEGREES.
	027316			;  133 DEGREES.
	027012			;  134 DEGREES.
	026501			;  135 DEGREES.
	026165			;  136 DEGREES.
	025646			;  137 DEGREES.
	025323			;  138 DEGREES.
	024775			;  139 DEGREES.
	024443			;  140 DEGREES.
	024107			;  141 DEGREES.
	023547			;  142 DEGREES.
	023204			;  143 DEGREES.
	022636			;  144 DEGREES.
	022265			;  145 DEGREES.
	021712			;  146 DEGREES.
	021333			;  147 DEGREES.
	020752			;  148 DEGREES.
	020366			;  149 DEGREES.
	020000			;  150 DEGREES.
	017407			;  151 DEGREES.
	017014			;  152 DEGREES.
	016416			;  153 DEGREES.
	016016			;  154 DEGREES.
	015414			;  155 DEGREES.
	015010			;  156 DEGREES.
	014402			;  157 DEGREES.
	013772			;  158 DEGREES.
	013360			;  159 DEGREES.
	012744			;  160 DEGREES.
	012326			;  161 DEGREES.
	011707			;  162 DEGREES.
	011266			;  163 DEGREES.
	010644			;  164 DEGREES.
	010220			;  165 DEGREES.
	007574			;  166 DEGREES.
	007146			;  167 DEGREES.
	006516			;  168 DEGREES.
	006066			;  169 DEGREES.
	005435			;  170 DEGREES.
	005003			;  171 DEGREES.
	004350			;  172 DEGREES.
	003715			;  173 DEGREES.
	003261			;  174 DEGREES.
	002624			;  175 DEGREES.
	002167			;  176 DEGREES.
	001531			;  177 DEGREES.
	001074			;  178 DEGREES.
	000436			;  179 DEGREES.
	000000			;  180 DEGREES.
	177344			;  181 DEGREES.
	176706			;  182 DEGREES.
	176247			;  183 DEGREES.
	175613			;  184 DEGREES.
	175156			;  185 DEGREES.
	174521			;  186 DEGREES.
	174065			;  187 DEGREES.
	173430			;  188 DEGREES.
	172775			;  189 DEGREES.
	172343			;  190 DEGREES.
	171712			;  191 DEGREES.
	171262			;  192 DEGREES.
	170634			;  193 DEGREES.
	170206			;  194 DEGREES.
	167560			;  195 DEGREES.
	167134			;  196 DEGREES.
	166512			;  197 DEGREES.
	166073			;  198 DEGREES.
	165452			;  199 DEGREES.
	165036			;  200 DEGREES.
	164421			;  201 DEGREES.
	164010			;  202 DEGREES.
	163400			;  203 DEGREES.
	162772			;  204 DEGREES.
	162364			;  205 DEGREES.
	161762			;  206 DEGREES.
	161362			;  207 DEGREES.
	160766			;  208 DEGREES.
	160371			;  209 DEGREES.
	160002			;  210 DEGREES.
	157412			;  211 DEGREES.
	157026			;  212 DEGREES.
	156445			;  213 DEGREES.
	156070			;  214 DEGREES.
	155513			;  215 DEGREES.
	155142			;  216 DEGREES.
	154574			;  217 DEGREES.
	154233			;  218 DEGREES.
	153673			;  219 DEGREES.
	153335			;  220 DEGREES.
	153005			;  221 DEGREES.
	152455			;  222 DEGREES.
	152134			;  223 DEGREES.
	151613			;  224 DEGREES.
	151277			;  225 DEGREES.
	150770			;  226 DEGREES.
	150462			;  227 DEGREES.
	150162			;  228 DEGREES.
	147663			;  229 DEGREES.
	147373			;  230 DEGREES.
	147105			;  231 DEGREES.
	146623			;  232 DEGREES.
	146345			;  233 DEGREES.
	146073			;  234 DEGREES.
	145625			;  235 DEGREES.
	145363			;  236 DEGREES.
	145125			;  237 DEGREES.
	144672			;  238 DEGREES.
	144446			;  239 DEGREES.
	144225			;  240 DEGREES.
	144010			;  241 DEGREES.
	143576			;  242 DEGREES.
	143372			;  243 DEGREES.
	143174			;  244 DEGREES.
	143001			;  245 DEGREES.
	142612			;  246 DEGREES.
	142430			;  247 DEGREES.
	142253			;  248 DEGREES.
	142102			;  249 DEGREES.
	141736			;  250 DEGREES.
	141575			;  251 DEGREES.
	141442			;  252 DEGREES.
	141314			;  253 DEGREES.
	141173			;  254 DEGREES.
	141060			;  255 DEGREES.
	140747			;  256 DEGREES.
	140644			;  257 DEGREES.
	140550			;  258 DEGREES.
	140457			;  259 DEGREES.
	140371			;  260 DEGREES.
	140312			;  261 DEGREES.
	140241			;  262 DEGREES.
	140174			;  263 DEGREES.
	140132			;  264 DEGREES.
	140100			;  265 DEGREES.
	140050			;  266 DEGREES.
	140030			;  267 DEGREES.
	140012			;  268 DEGREES.
	140004			;  269 DEGREES.
	140000			;  270 DEGREES.
	140004			;  271 DEGREES.
	140012			;  272 DEGREES.
	140030			;  273 DEGREES.
	140050			;  274 DEGREES.
	140100			;  275 DEGREES.
	140132			;  276 DEGREES.
	140174			;  277 DEGREES.
	140241			;  278 DEGREES.
	140312			;  279 DEGREES.
	140371			;  280 DEGREES.
	140457			;  281 DEGREES.
	140550			;  282 DEGREES.
	140644			;  283 DEGREES.
	140747			;  284 DEGREES.
	141060			;  285 DEGREES.
	141173			;  286 DEGREES.
	141314			;  287 DEGREES.
	141442			;  288 DEGREES.
	141575			;  289 DEGREES.
	141736			;  290 DEGREES.
	142102			;  291 DEGREES.
	142253			;  292 DEGREES.
	142430			;  293 DEGREES.
	142612			;  294 DEGREES.
	143001			;  295 DEGREES.
	143174			;  296 DEGREES.
	143372			;  297 DEGREES.
	143576			;  298 DEGREES.
	144010			;  299 DEGREES.
	144225			;  300 DEGREES.
	144446			;  301 DEGREES.
	144672			;  302 DEGREES.
	145125			;  303 DEGREES.
	145363			;  304 DEGREES.
	145625			;  305 DEGREES.
	146073			;  306 DEGREES.
	146345			;  307 DEGREES.
	146623			;  308 DEGREES.
	147105			;  309 DEGREES.
	147373			;  310 DEGREES.
	147663			;  311 DEGREES.
	150162			;  312 DEGREES.
	150463			;  313 DEGREES.
	150770			;  314 DEGREES.
	151277			;  315 DEGREES.
	151613			;  316 DEGREES.
	152134			;  317 DEGREES.
	152455			;  318 DEGREES.
	153005			;  319 DEGREES.
	153335			;  320 DEGREES.
	153673			;  321 DEGREES.
	154233			;  322 DEGREES.
	154574			;  323 DEGREES.
	155142			;  324 DEGREES.
	155513			;  325 DEGREES.
	156070			;  326 DEGREES.
	156445			;  327 DEGREES.
	157026			;  328 DEGREES.
	157412			;  329 DEGREES.
	160000			;  330 DEGREES.
	160371			;  331 DEGREES.
	160766			;  332 DEGREES.
	161362			;  333 DEGREES.
	161762			;  334 DEGREES.
	162364			;  335 DEGREES.
	162772			;  336 DEGREES.
	163400			;  337 DEGREES.
	164010			;  338 DEGREES.
	164422			;  339 DEGREES.
	165036			;  340 DEGREES.
	165452			;  341 DEGREES.
	166073			;  342 DEGREES.
	166512			;  343 DEGREES.
	167134			;  344 DEGREES.
	167560			;  345 DEGREES.
	170206			;  346 DEGREES.
	170634			;  347 DEGREES.
	171262			;  348 DEGREES.
	171712			;  349 DEGREES.
	172343			;  350 DEGREES.
	172775			;  351 DEGREES.
	173430			;  352 DEGREES.
	174065			;  353 DEGREES.
	174521			;  354 DEGREES.
	175156			;  355 DEGREES.
	175613			;  356 DEGREES.
	176247			;  357 DEGREES.
	176706			;  358 DEGREES.
	177344			;  359 DEGREES.
	.PAGE
;
;		THIS IS THE SHIP BUFFER FOR STORING THE SPACE SHIP.
;		THERE ARE TWO OF THEM TO AVOID PROBLEMS.
;
SHIPLC:	.WORD	SHIPB1			;BUFFER POINTERS.
	.WORD	SHIPB2
DRWSHP:	.WORD	114120			;BASIC SHIP START.
	.WORD	170200
SHOWX:	.WORD	0
SHOWY:	.WORD	0
	.WORD	DISTOP			;THE SUBROUTINE CALL NOW.
SHIPDP:	.WORD	0
	.WORD	DISTOP
	.WORD	0
;
;		ROCKET FLAME CONTROL, AND BUFFER.
;
ONFIRE:	.WORD	DISTOP
FSUBC:	.WORD	0
	.WORD	DISTOP
	.WORD	0
;
;		MESSAGE DISPLAY CONTROL.
;
INFO:	.WORD	DISTOP
SYSMES:	.WORD	0
	.WORD	DISTOP
	.WORD	0
;
;		THIS SECTION CONTROLS THE DUST WHEN THE
;		ROCKET FLAME HITS THE SURFACE OF THE MOON.
;
DRWDST:	.WORD	DISTOP
DUSTON:	.WORD	0
	.WORD	DISTOP
	.WORD	0
;
;		THIS SECTION DRAWS AND STORES THE MOON, WHEN NECESSARY.
;
DRWLUN:	.WORD	DISTOP
MOONGO:	.WORD	0			;OVERLAYED BY POINTER
	.WORD	DISTOP
	.WORD	0
SHIPB1:	
	.=.+84.
SHIPB2:
	.=.+84.
FLAMIN:
	.=.+66.
;
;		THIS SECTION IS WHERE THE EXPLOSION GOES (ALSO THE
;		DUST FROM THE ROCKET ENGINE).
;
EXLIST:
	.=.+2602.			;IT'S BIG (241*2*2+1) BUT NOT USED
					;JUST TO GIVE US A SIZE FEELING.
	.=.+100.			;ALLOCATE 100 WORDS FOR THE STACK
STACK:	.WORD				;DO NOT PUT ANYTHING IN IT
					;JUST DEFINE IT.
	.PAGE
;
;		THIS IS THE MESSAGE THAT IS DISPLAYED WHEN
;		STARTING UP THE FIRST TIME
;
STARTM:	.WORD	116720
	.WORD	0.
	.WORD	650.
	.WORD	170240
	.WORD	100000
	.ASCII	'            R T - 1 1  L U N A R  L A N D E R'
	.BYTE	15,12
	.ASCII	'              -----------------------------'
	.BYTE	15,12,12,12
	.ASCII	'    ALL INTERNAL NAVIGATIONAL SYSTEMS HAVE DIED ON YOU'
	.BYTE	15,12
	.ASCII	/       IT LOOKS AS THOUGH YOU'RE GOING TO HAVE TO/
	.BYTE	15,12
	.ASCII	'             LAND THIS THING ON YOUR OWN'
	.BYTE	15,12,12
	.ASCII	'       ***** GOOD BYE, GOOD LUCK, AND SORRY  *****'
	.BYTE	0
	.=.-1
	.EVEN
	.WORD	DISJMP
	.WORD	STARTM
	.END	START			;RESTART ADDRESS.