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ata_1nv_cset_old.asm
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ata_1nv_cset_old.asm
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;*******************************************************************************
;*
;* 1NVADER - Atari parody of C64 1NVADER game - 2021 Ken Jennings
;*
;*******************************************************************************
; ==========================================================================
; ATARI CUSTOM CHARACTER SET
;
; custom characters - 64 ( + 10) characters defined
; --------------------------------------------------------------------------
; NOTE that a full 1K character set is NOT defined.
; Therefore, anything else declared AFTER this file cannot
; automatically assume it starts at a 1K boundary.
; Be aware.
.align $0400 ; Align character set to 1K boundary, because some
; character values are used in Mode2. Most characters are used
; for Mode 6 or 7 which have only 64 characters.
; ==========================================================================
; Oddly, this character set defines most values in the same order as the
; Atari. The C64 program offsets this data at +$20. For Atari purposes
; this can stay at the $00 offset position. In the C64 code the
; references to character values need to be offset by -$20 to show
; correctly on the Atari.
;
; This defines a stylized space font -- characters A-Z with a few other
; other symbol characters for text. There are some special characters
; for the ground, the bumpers, the mountains, and the stars.
;
; However, this font has problems. The minimum horizontal pixel size on
; a NTSC composite display that can accurately render color is a color
; clock. The font uses single-pixel width lines. In the usual ANTIC
; text mode 2 (40 colums) each pixel is only one half color clock wide.
; Real Atari hardware using a composite or TV display will render text
; in this font with artifact colors scattered throughout.
;
; On the C64 this is even worse as its single-pixel width lines are not
; even a correct fraction of a color clock. Artifact colors vary by
; characcter position. So far, all the videos I've seen of the game
; were shot on emulators that don't accurately simulate the C64's
; pixels' low correlation to the NTSC color clock. But back to the
; immediate problems on the Atari.....
;
; The correct solution for the characters that will be displayed in ANTIC
; mode 2 is to use two, adjacent horizontal pixels to cover an entire
; color clock. However, I'm far toooo lazy to redefine the entire
; character set for the limited text in the game.
;
; The next choice is to use a different text mode that displays color
; clock-sized pixels. ANTIC Mode 6 and 7 use 8-bit wide glyph images
; like ANTIC mode 2, but each pixel is a color clock wide. Excluding
; the score and line status information ANTIC mode 6 will be used where
; text is displayed.
;
; ANTIC Mode 6 characters are twice the width of Mode 2 characters.
; However, Mode 6 also provides other benefits that can be applied to
; additional bells and whistles. This mode has full color indirection
; unlike Mode 2. This mode requires much less DMA than Mode 2 and so
; provides more CPU time for Display List Interrupts.
;
; The mountains and ground can be displayed using the Mode 6 characters
; with some modifications to use different color registers which will
; allow mixing the white snow with the grey mountains on the same
; line. (In fact, Display List Interrupts will be used to apply several
; shades of gray to the mountains.)
;
; The score line at the top and the current alien line value information
; at the bottom of the screen will still use the Mode 2 character text mode.
; These lines use the numbers and not text, so only the number glyphs will
; be edited to double the pixel width for consistent rendering.
;
; Converting integer values (the score) into readable text on screen
; involves a lot of extra coding work. Rather than handling the score
; as an integer, the score will be directly generated as individual bytes
; for each digit. This will take a little extra coding to manage the
; score as base 10 values per each byte, but the conversion to display
; these bytes on screen will be quick and easy. Basically, just add
; the appropriate offset value to the decimal digits 0 through 9 and this
; directly provides the internal character value to write to the screen.
;
; --------------------------------------------------------------------------
; ==========================================================================
; For reference, some changes....
; Character codes 0 to 63 are assumed to be primarily for Mode 6 text.
; Character codes 64+ are for Mode 2 text.
;
; C64 == Atari
; $07 @ == ' ; The natural position for apostrophe on Atari.
; $20 == @ ; This is the natural position for "at" on Atari
; The bumper at $20 on the C64 will be done with P5 missiles.
; $01 "1" == ! ; Restore exclamation to its correct position on Atari.
;
; $01 - $06 ==
; These are for the animated 3, 2, 1 game start counter. On the C64 this
; was two characters put together to make a wide character. The Atari
; Mode 6 characters are already "double width", so the game could use
; just 3 characters to immitate the C64 start. Buuuut, looking for a
; little bit of amping up the bass here. The Atari version does an
; animation growing a tiny number into a large, double-height number
; using Player/Missile Graphic.
;
; --------------------------------------------------------------------------
CHARACTER_SET
cdat1 ; the first 32 characters
; $00
.byte $00,$00,$00,$00 ; [спаце]. blank space
.byte $00,$00,$00,$00
; $01
.byte $00,$10,$10,$10 ; ! ; Atari uses as exclamation point.
.byte $10,$00,$10,$00
; $00 ........
; $10 ...*....
; $10 ...*....
; $10 ...*....
; $10 ...*....
; $00 ........
; $10 ...*....
; $00 ........
; $02 ; LEFT Bouncer the second time.
.byte $e0,$f0,$f0,$f0 ; "
.byte $f0,$f0,$e0,$00
; $e0 ***.....
; $f0 ****....
; $f0 ****....
; $f0 ****....
; $f0 ****....
; $f0 ****....
; $e0 ***.....
; $00 ........
; $03 ; RIGHT bouncer. Left/Right line end.
.byte $07,$0f,$0f,$0f ; #
.byte $0f,$0f,$07,$00
; $07 .....***
; $0f ....****
; $0f ....****
; $0f ....****
; $0f ....****
; $0f ....****
; $07 .....***
; $00 ........
; $04
; Atari - a piece of ground level background pointy mountains.
.byte $00,$01,$02,$04 ; $
.byte $08,$10,$20,$00
; $00 ........
; $01 .......*
; $02 ......*.
; $04 .....*..
; $08 ....*...
; $10 ...*....
; $20 ..*.....
; $00 ........
; $05
; Atari - a piece of ground level background pointy mountains.
.byte $80,$40,$20,$10 ; %
.byte $08,$04,$02,$00
; $80 *.......
; $40 .*......
; $20 ..*.....
; $10 ...*....
; $08 ....*...
; $04 .....*..
; $02 ......*.
; $00 ........
; $06
; Atari - a piece of ground level background pointy mountains.
.byte $00,$00,$00,$10 ; &
.byte $28,$44,$82,$00
; $00 ........
; $00 ........
; $00 ........
; $10 ...*....
; $28 ..*.*...
; $44 .*...*..
; $82 *.....*.
; $00 ........
; ORG CHARACTER_SET + [ $07 * 8 ]
; $07 - This was the C64 at sign.
; On the Atari this is the single tick/apostrophe for Mode 6
.byte $00,$08,$08,$10 ; '
.byte $00,$00,$00,$00
; $00 ........
; $08 ....*...
; $08 ....*...
; $10 ...*....
; $00 ........
; $00 ........
; $00 ........
; $00 ........
; $08
; Atari - a piece of ground level background pointy mountains.
.byte $00,$00,$08,$15 ; (
.byte $22,$44,$88,$00
; $00 ........
; $00 ........
; $08 ....*...
; $15 ...*.*.*
; $22 ..*...*.
; $44 .*...*..
; $88 *...*...
; $00 ........
; $09
; Atari - a piece of ground level background pointy mountains.
.byte $00,$40,$a0,$10
.byte $08,$04,$02,$00
; $00 ........
; $40 .*......
; $a0 *.*.....
; $10 ...*....
; $08 ....*...
; $04 .....*..
; $02 ......*.
; $00 ........
; ORG CHARACTER_SET + [ $0A * 8 ]
; $0A
; Revise Star again for Atari for Mode 6 color
.by $08,$00,$08,$2a ; * ; [Star shape]
.by $08,$00,$08,$00
; $08 ....*...
; $00 ........
; $08 ....*...
; $2A ..*.*.*.
; $08 ....*...
; $00 ........
; $08 ....*...
; $00 ........
; $0B
; Atari - a piece of ground level background pointy mountains.
.byte $80,$44,$2a,$11
.byte $08,$04,$02,$00
; $00 *.......
; $00 .*...*..
; $00 ..*.*.*.
; $00 ...*...*
; $00 ....*...
; $00 .....*..
; $00 ......*.
; $00 ........
; $0C
.byte $00,$00,$00,$00 ; , ; comma
.byte $00,$00,$10,$20
; $0D
.byte $00,$00,$00,$7c ; - ; minus
.byte $00,$00,$00,$00
; $0E
.byte $00,$00,$00,$00 ; . ; period.
.byte $00,$00,$10,$00
; $0F
; On the Atari we still need this for a URL in the credits.
.by $00,$02,$04,$08 ; /
.by $00,$10,$20,$40
; $00 ........
; $02 ......*.
; $04 .....*..
; $08 ....*...
; $10 ...*....
; $20 ..*.....
; $40 .*......
; $00 ........
ORG CHARACTER_SET + [ $10 * 8 ]
; These are the 0 to 9 digits displayed in the Mode 6 text.
; See the $40 characters for the Mode 2 versions.
; $10
.byte $00,$38,$44,$54 ; 0
.byte $54,$44,$38,$00
; $00 ........
; $38 ..***...
; $44 .*...*..
; $54 .*.*.*..
; $54 .*.*.*..
; $44 .*...*..
; $38 ..***...
; $00 ........
; $11
.byte $00,$10,$20,$10 ; 1
.byte $10,$10,$10,$00
; $00 ........
; $10 ...*....
; $20 ..*.....
; $10 ...*....
; $10 ...*....
; $10 ...*....
; $10 ...*....
; $00 ........
; $12
.byte $00,$78,$04,$38 ; 2
.byte $40,$40,$7c,$00
; $00 ........
; $78 .****...
; $04 .....*..
; $38 ..***...
; $40 .*......
; $40 .*......
; $7C .*****..
; $00 ........
; $13
.byte $00,$78,$04,$18 ; 3
.byte $04,$04,$78,$00
; $00 ........
; $78 .****...
; $04 .....*..
; $18 ...**...
; $04 .....*..
; $04 .....*..
; $78 .****...
; $00 ........
; $14
.byte $00,$44,$44,$44 ; 4
.byte $74,$04,$04,$00
; $00 ........
; $44 .*...*..
; $44 .*...*..
; $44 .*...*..
; $74 .***.*..
; $04 .....*..
; $04 .....*..
; $00 ........
; $15
.byte $00,$7c,$40,$78 ; 5
.byte $04,$04,$78,$00
; $00 ........
; $7c .*****..
; $40 .*......
; $78 .****...
; $04 .....*..
; $04 .....*..
; $78 .****...
; $00 ........
; $16
.byte $00,$30,$40,$78 ; 6
.byte $44,$44,$38,$00
; $00 ........
; $30 ..**....
; $40 .*......
; $78 .****...
; $44 .*...*..
; $44 .*...*..
; $38 ..***...
; $00 ........
; $17
.byte $00,$7c,$00,$08 ; 7
.byte $10,$10,$10,$00
; $00 ........
; $7C .*****..
; $00 ........
; $08 ....*...
; $10 ...*....
; $10 ...*....
; $10 ...*....
; $00 ........
; $18
.byte $00,$38,$44,$38 ; 8
.byte $44,$44,$38,$00
; $00 ........
; $38 ..***...
; $44 .*...*..
; $38 ..***...
; $44 .*...*..
; $44 .*...*..
; $38 ..***...
; $00 ........
; $19
.byte $00,$38,$44,$44 ; 9
.byte $34,$04,$04,$00
; $00 ........
; $38 ..***...
; $44 .*...*..
; $44 .*...*..
; $34 ..**.*..
; $04 .....*..
; $04 .....*..
; $00 ........
; $1A
.byte $00,$10,$10,$00 ; : (yes, colon)
.byte $00,$10,$10,$00
; $00 ........
; $10 ...*....
; $10 ...*....
; $00 ........
; $00 ........
; $10 ...*....
; $10 ...*....
; $00 ........
; $1B
; Atari - a piece of ground level background pointy mountains.
.byte $00,$00,$00,$10 ; ; ; semicolon
.byte $a8,$44,$82,$00
; $00 ........
; $00 ........
; $00 ........
; $00 ...*....
; $00 *.*.*...
; $00 .*...*..
; $00 *.....*.
; $00 ........
GAME_OVER_LEFT_CHAR=$1C
GAME_OVER_LEFT_ADDR
; $1C
.byte $01,$02,$04,$08 ; < ; STAND-IN for Game Over Text during transition (LEFT)
.byte $10,$20,$40,$80
; $00 ........
; $00 ........
; $00 ........
; $00 ........
; $00 ........
; $00 ........
; $00 ........
; $00 ........
GAME_OVER_RIGHT_CHAR=$1D
GAME_OVER_RIGHT_ADDR
; $1D
.byte $80,$40,$20,$10 ; = ; STAND-IN for Game Over Text during transition (RIGHT)
.byte $08,$04,$02,$01
; $00 ........
; $00 ........
; $00 ........
; $00 ........
; $00 ........
; $00 ........
; $00 ........
; $00 ........
; $1E
.byte $ff,$ff,$ff,$ff ; > ; UNUSED
.byte $ff,$ff,$ff,$ff
; $ff ********
; $ff ********
; $ff ********
; $ff ********
; $ff ********
; $ff ********
; $ff ********
; $ff ********
; $1F
.byte $00,$38,$44,$08 ; ?
.byte $10,$00,$10,$00
; $00 ........
; $38 ..***...
; $44 .*...*..
; $08 ....*...
; $10 ...*....
; $00 ........
; $10 ...*....
; $00 ........
; ORG CHARACTER_SET + [ $20 * 8 ]
cdat2 ; next 32 characters.
; On the Atari this character is moved to $02
; I like to have the single tick (') and the at (@) in the
; correct positions in the Atari font.
; On the Atari the @ sign is moved to its normal position here, so
; that the single tick (apostrophe) can be used at its normal place
; for text.
; $20
.byte $00,$38,$c6,$d6 ; Revised @ for Atari Mode 6
.byte $dc,$c0,$3c,$00
; $00 ........
; $38 ..***...
; $c6 **...**.
; $d6 **.*.**.
; $dc **.***..
; $c0 **......
; $3C ..****..
; $00 ........
; $21
.byte $00,$04,$0c,$14 ; а ; A
.byte $24,$5c,$44,$00
; ........
; .....*..
; ....**..
; ...*.*..
; ..*..*..
; .*.***..
; .*...*..
; ........
; $22
.byte $00,$78,$44,$58 ; б ; B
.byte $44,$44,$5c,$00
; $23
.byte $00,$3c,$40,$40 ; ц ; C
.byte $40,$40,$7c,$00
; $24
.byte $00,$70,$48,$44 ; д ; D
.byte $44,$44,$5c,$00
; $25
.byte $00,$7c,$40,$58 ; е ; E
.byte $40,$40,$7c,$00
; $26
.byte $00,$7c,$40,$58 ; ф ; F
.byte $40,$40,$40,$00
; $27
.byte $00,$3c,$40,$40 ; г ; G
.byte $44,$44,$7c,$00
; $28
.byte $00,$44,$44,$5c ; х ; H
.byte $44,$44,$44,$00
; $29
.byte $00,$10,$10,$10 ; и ; I
.byte $10,$10,$10,$00
; $2A
.byte $00,$08,$08,$08 ; й ; J
.byte $08,$08,$08,$30
; $2B
.byte $00,$44,$44,$58 ; к ; K
.byte $44,$44,$44,$00
; $2C
.byte $00,$40,$40,$40 ; л ; L
.byte $40,$40,$7c,$00
; $2D
.byte $00,$44,$2c,$54 ; м ; M
.byte $44,$44,$44,$00
; $2E
.byte $00,$44,$64,$54 ; н ; N
.byte $4c,$44,$44,$00
; $2F
.byte $00,$38,$44,$44 ; о ; O
.byte $44,$44,$38,$00
; $30
.byte $00,$78,$44,$44 ; п ; P
.byte $58,$40,$40,$00
; $31
.byte $00,$38,$44,$44 ; я ; Q
.byte $44,$40,$3c,$00
; $32
.byte $00,$78,$44,$44 ; р ; R
.byte $58,$44,$44,$00
; $33
.byte $00,$3c,$40,$38 ; с ; S
.byte $04,$04,$78,$00
; $34
.byte $00,$7c,$00,$10 ; т ; T
.byte $10,$10,$10,$00
; $35
.byte $00,$44,$44,$44 ; у ; U
.byte $44,$44,$38,$00
; $36
.byte $00,$44,$44,$48 ; ж ; V
.byte $50,$60,$40,$00
; $37
.byte $00,$44,$44,$44 ; в ; W
.byte $54,$2c,$44,$00
; $38
.byte $00,$44,$44,$18 ; ь ; X
.byte $44,$44,$44,$00
; $39
.byte $00,$44,$44,$44 ; ы ; Y
.byte $3c,$04,$38,$00
; $3A
.byte $00,$7c,$00,$08 ; з ; Z
.byte $10,$20,$7c,$00
; $3B
.byte $01,$02,$06,$0a ; [ ; mnt l . Mountain Left
.byte $18,$2a,$40,$a0
; $01 .......*
; $02 ......*.
; $06 .....**.
; $0a ....*.*.
; $18 ...**...
; $2a ..*.*.*.
; $40 .*......
; $a0 *.*.....
; $3C
.byte $80,$40,$a0,$30 ; \ ; mnt r . Mountain Right
.byte $28,$04,$26,$05
; $80 *.......
; $40 .*......
; $a0 *.*.....
; $30 ..**....
; $28 ..*.*...
; $04 .....*..
; $26 ..*..**.
; $05 .....*.*
; $3D
.byte $00,$00,$00,$00 ; ] ; mnt top. Mountain Top
.byte $18,$3c,$6e,$ab
; $00 ........
; $00 ........
; $00 ........
; $00 ........
; $18 ...**...
; $3c ..****..
; $6e .**.***.
; $ab *.*.*.**
; $3E
.byte $ff,$11,$44,$00 ; ^ ; grnd lo . Ground bottom line.
.byte $00,$00,$00,$00
; $ff ********
; $11 ...*...*
; $44 .*...*..
; $00 ........
; $00 ........
; $00 ........
; $00 ........
; $00 ........
; $3F
.byte $99,$42,$99,$40 ; _ ; grnd hi . Ground Top Line
.byte $aa,$55,$ff,$00
; $99 *..**..*
; $42 .*....*.
; $99 *..**..*
; $40 .*......
; $aa *.*.*.*.
; $55 .*.*.*.*
; $ff ********
; $00
; Another 64 characters . . . . ?
cda3 ; next 32 characters.
; These are the 10 characters used for ANTIC Mode 2 Score text.
; Scores are calculating using a single base 10 digit per byte.
; To display the right character on the screen simply add (or
; ORA) $40 to the digit.
; Revise digits for Atari display in ANTIC Mode 2 and proper
; color artifact avoidance.
; $40
.by $00,$38,$C6,$C6 ; 0
.by $C6,$C6,$38,$00
; $00 ........
; $38 ..***...
; $C6 **...**.
; $D6 **...**.
; $D6 **...**.
; $C6 **...**.
; $38 ..***...
; $00 ........
; $41
.by $00,$18,$30,$18 ; 1
.by $18,$18,$18,$00
; $00 ........
; $18 ...**...
; $30 ..**....
; $18 ...**...
; $18 ...**...
; $18 ...**...
; $18 ...**...
; $00 ........
; $42
.byte $00,$78,$06,$38 ; 2
.byte $c0,$c0,$7c,$00
; $00 ........
; $78 .****...
; $06 .....**.
; $38 ..***...
; $C0 **......
; $C0 **......
; $7C .*****..
; $00 ........
; $43
.byte $00,$78,$06,$18 ; 3
.byte $06,$06,$78,$00
; $00 ........
; $78 .****...
; $06 .....**.
; $18 ...**...
; $06 .....**.
; $06 .....**.
; $78 .****...
; $00 ........
; $44
.byte $00,$c6,$c6,$c6 ; 4
.byte $76,$06,$06,$00
; $00 ........
; $c6 **...**.
; $c6 **...**.
; $c6 **...**.
; $76 .***.**.
; $06 .....**.
; $06 .....**.
; $00 ........
; $45
.byte $00,$f8,$c0,$f8 ; 5
.byte $06,$06,$78,$00
; $00 ........
; $F8 *****...
; $c0 **......
; $F8 *****...
; $06 .....**.
; $06 .....**.
; $78 .****...
; $00 ........
; $46
.byte $00,$38,$c0,$f8 ; 6
.byte $c6,$c6,$38,$00
; $00 ........
; $38 ..***...
; $c0 **......
; $f8 *****...
; $c6 **...**.
; $c6 **...**.
; $38 ..***...
; $00 ........
; $47
.byte $00,$7c,$00,$0c ; 7
.byte $18,$18,$18,$00
; $00 ........
; $7C .*****..
; $00 ........
; $0c ....**..
; $18 ...**...
; $18 ...**...
; $18 ...**...
; $00 ........
; $48
.byte $00,$38,$c6,$38 ; 8
.byte $c6,$c6,$38,$00
; $00 ........
; $38 ..***...
; $c6 **...**.
; $38 ..***...
; $c6 **...**.
; $c6 **...**.
; $38 ..***...
; $00 ........
; $49
.byte $00,$38,$c6,$c6 ; 9
.byte $36,$06,$06,$00
; $00 ........
; $38 ..***...
; $c6 **...**.
; $c6 **...**.
; $36 ..**.**.
; $06 .....**.
; $06 .....**.
; $00 ........
; NOTE that a full 1K character set is NOT defined.
; Therefore, anything else declared AFTER this point cannot
; automatically assume it starts at a 1K boundary.
; Be aware.