-
Notifications
You must be signed in to change notification settings - Fork 0
/
CEN.MAC
2567 lines (2204 loc) · 34 KB
/
CEN.MAC
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
; filename CEN.MAC
;------------------------
; init for start of wave
EN.INI:
TRAI 2*EN.MAX EN.NUM
LDX #0
STX EN.EWM ; end of wave mode init
STX EN.WRF ; warp flag
STX EN.TFL
STX SC.GEM ; gem counter
BEGIN
JSR EN.IN3
INXS 2
CPX EN.NUM
PLEND
RTS
;----------------------------------
; init positions on wave (re)start
EN.INP:
LDA HW.TBH ; init trackball
STA TR.I
LDA HW.TBV
STA TR.J
TRAI 040 EN.GDL
TRAI 2*EN.MAX EN.NUM
LDX #0
STX EN.CDL ; init collision delay
BEGIN
JSR EN.IN2
INXS 2
CPX EN.NUM
PLEND
RTS
;-----------------
; death of player
EN.DTH:
LDY #0
TRAI 2*EN.MAX EN.NUM
LDX #0
BEGIN
TXA
IFNE
TR16AM EN.MA2(X) EZ.MA2
JSR EN.CCB
ENDIF
INXS 2
CPX EN.NUM
PLEND
RTS
;---------------------------------------------
; update EN
EN.UPD:
LDA FRAME
AND #7F
IFEQ
LDA SN.GFL
IFEQ
LDA 1+WV.TIM
CMP #0C
IFCC
STA RS.KEY+1
LDA #15
JSR MN.SN1
ENDIF
ENDIF
TRAI 0 SN.GFL
ENDIF
JSR TR.UPD ; trackball update
JSR EN.EWC ; end of wave calculation
LDA GM.STA
CMP #5
IFEQ
RTS
ENDIF
JSR EN.PLU ; player update
LDA EN.GDL
IFNE
DEC EN.GDL
ENDIF
LDA EN.CDL ; collision delay
IFNE
DEC EN.CDL
ENDIF
LDX #0
BEGIN
TXA
IFNE
LDA EN.LMD ; if player alive
IFEQ
JSR EN.COL ; collision detect
ENDIF
ENDIF
JSR EN.UP2 ; update EN
JSR EN.OUT
INXS 2
CPX EN.NUM
PLEND
RTS
;---------------------------
; update player, jump etc.
EN.JTL:
.BYTE 00,04,08,0B,0E,11,14,16,18,1A,1C,1D,1E,1F,1F,20
.BYTE 20,20,1F,1F,1E,1D,1C,1A,18,16,14,11,0E,0B,08,04
EN.PLU:
LDA EN.LMD ; must be alive
IFNE
RTS
ENDIF
JSR EN.BRD ; read both buttons
LDA ATRACT
IFEQ
TRAI 0 EN.JBP ; usually not jumping
LDA WV.TIM+1
IFNE
LDA WV.TIM
IFEQ
TRAI 1 EN.JBP
ENDIF
ENDIF
ENDIF
LDA EN.JFL ; jump flag update
IFEQ
LDA EN.JDL
IFEQ
LDA EN.JBP
IFNE ; button down
LDA EN.TFL ; if not in tunnel
IFEQ
TRAI 0FF EN.JFL
TRAI 20 EN.JDL ; start jump
LDA #9
JSR MN.SN1 ; jump sound
ENDIF
ENDIF
ELSE
DEC EN.JDL
ENDIF
ENDIF
LDA EN.JFL
IFNE
DEC EN.JDL
IFEQ ; landing
LDA #2
STA EN.JDL
LDA #0
STA EN.JFL
LDA EN.MX
AND EN.MY
CMP #14
IFEQ
INC AT.OUT
ENDIF
ENDIF
ENDIF
LDA EN.JFL
IFNE
LDA EN.JDL
TAY
LDA EN.JTL(Y)
STA EN.HOF
ELSE
TRAI 0 EN.HOF
ENDIF
RTS
;---------------------
; read both buttons
EN.BRD:
LDA HW.VBL
AND #MA.BUT
TAY ; 0 0 1 1
EOR EN.JBO ; 0 1 0 1
; 0 1 1 0
AND EN.JBO ; 0 1 0 0
STA EN.JBP ; positive transition
STY EN.JBO
.IF NE,CG.PC
LDA HW.VBL
AND #MA.BU2
TAY ; 0 0 1 1
EOR EN.JB2 ; 0 1 0 1
; 0 1 1 0
AND EN.JB2 ; 0 1 0 0
ORA EN.JBP ; positive transition
STA EN.JBP
STY EN.JB2
.ENDC
RTS
;-------------------------------
; compute absolute value of (A)
EN.ABS:
CMP #0
IFMI
NEGA
ENDIF
RTS
;------------------------------
; rotate trackball coordinates
TR.UPD:
JSR TR.DEL
; calculate CE deltas given TR deltas
; truncate TR deltas, store in CE deltas
TRAI 9 TEMP1
LDA TR.XD
JSR GP.TRC
STA CE.XD
LDA TR.YD
JSR GP.TRC
NEGA ; invert delta Y
STA CE.YD
; rotate
LDA CE.XD ; calculate new CE.YD
ASL
ADD CE.YD
STA CE.TMP ; store in temp
LDA CE.YD ; calculate new CE.XD
ASL
SUB CE.XD
STA CE.XD ; and store
TRAM CE.TMP CE.YD ; also store CE.YD
; truncate again
TRAI 0F TEMP1
LDA CE.XD
JSR GP.TRC
STA CE.XD
LDA CE.YD
JSR GP.TRC
STA CE.YD
; jumping
LDA EN.JFL
IFNE
LDA EN.JDL
CMP #1F
IFEQ
LDA EN.IX
ASLS 3
STA EN.JPX
LDA EN.IY
ASLS 3
STA EN.JPY
ENDIF
LDA EN.JDL
CMP #1E
IFEQ
LDA EN.IX
ASLS 3
SUB EN.JPX
DIV2
DIV2
DIV2
STA EN.JPX
LDA EN.IY
ASLS 3
SUB EN.JPY
DIV2
DIV2
DIV2
STA EN.JPY
ENDIF
LDA EN.JDL
CMP #1E
IFCC
TRAM EN.JPX CE.XD
TRAM EN.JPY CE.YD
ENDIF
ENDIF
RTS
TR.DEL:
LDA HW.TBH
SUB TR.I
STA TR.XD
LDA HW.TBV
SUB TR.J
STA TR.YD
LDA HW.TBH
STA TR.I
LDA HW.TBV
STA TR.J
RTS
;--------------------------
; truncation routine: truncates to -TEMP1:TEMP1
; input A
; output A
;----------------------
GP.TRC:
CMP TEMP1
BMI 10$
LDA TEMP1
RTS
10$: NEGA
CMP TEMP1
BMI 20$
LDA TEMP1
20$: NEGA
RTS
;-------------------------
; end of wave calculation
EN.EWC:
; if everybody in limbo, and no gems, advance wave
LDX #2
BEGIN
LDA EN.LMD(X)
CMP #3
BNE 20$
INXS 2
CPX EN.NUM
PLEND
LDA EN.WRF
IFEQ
LDA CE.COC
ORA CE.COC+1
IFEQ ; all gems gone
JSR EN.LDB ; last dot bonus awarded
JSR WV.UPD
JSR GM.EW0 ; end of wave state
ENDIF
ELSE ; end wave quickly when warping
JSR WV.MBF
JSR WV.UPD
JSR GM.EW0
ENDIF
20$:
LDA EN.EWM
IFNE
RTS
ENDIF
; all gems gone?
LDA CE.COC
ORA 1+CE.COC
IFEQ
JSR EN.EW ; end of wave
ENDIF
; warp
LDA EN.JBP
IFEQ
RTS
ENDIF
; jump button depressed
LDA WV.XCO
IFNE
JMP 55$
ENDIF
; ordinary warp
IFEQA WV.YCO 0
LDA EN.TFL
IFNE
LDA WV.WAR
IFNE
10$:
STA TEMP5+1
LDA #0
STA SC.SCO
STA SC.SCO+1
STA SC.SCO+2
STA SC.INC
STA SC.INC+1
STA SC.INC+2
LDA #99
STA SC.GEM
LDX TEMP5+1
BEGIN
SED
LDA SC.INC+2
ADD #7
STA SC.INC+2
CLD
DEX
EQEND
LDY #4
LDX TEMP5+1
CPX #3
IFCS
LDY #5
ENDIF
JSR MN.STL
STA TEMP1
CPY TEMP1
IFCC ; give at least the starting lives
LDY TEMP1
ENDIF
STY WV.LIV
JSR SC.UPD
TRAM TEMP5+1 WV.XCD ; warp
LDX #0
STX WV.YCD
DEX
STX EN.WRF ; end wave immediately
JMP EN.EW
; RTS
ENDIF
ENDIF
ENDIF
; secret warp #1
LDA WV.YCO
IFEQ
IFEQA EN.MX 1
IFEQA EN.MY 1
LDA #2
JMP 10$
ENDIF
ENDIF
ENDIF
55$:
; secret warp #2
IFEQA WV.XCO 2
IFEQA WV.YCO 0
IFEQA EN.MX 3
IFEQA EN.MY 3
LDA EN.CDL
IFNE
LDA #4
JMP 10$
ENDIF
ENDIF
ENDIF
ENDIF
ENDIF
; secret warp #3
IFEQA WV.XCO 4
IFEQA WV.YCO 2
IFEQA EN.MX 1
IFEQA EN.MY 1
LDA #6
JMP 10$
ENDIF
ENDIF
ENDIF
ENDIF
RTS
;----------------------
; last dot bonus award
EN.LDB:
JSR WV.MBF ; move bear out of the way
JSR AL.MDB ; message display board
LDA EN.LDF
IFEQ
LDA #0E
JSR MN.SN1
LDA #0
STA SC.INC
STA 2+SC.INC
STA SC.NM
STA 2+SC.NM
TRAI 094 AL.X
TRAI 088 AL.Y
LDA WV.XCO
ASLS 2
ADD WV.YCO
ADD #10.
JSR AL.CNV
STA 1+SC.NM
STA 1+SC.INC
JSR SC.NDS ; display bonus awarded
JSR SC.UPD
LDA #20
ELSE
LDA #0F
JSR MN.SN1
LDA #21
ENDIF
JSR MS.DRW
TRAI 90 MN.DEL
BEGIN
JSR MN.FRA
DEC MN.DEL
EQEND
RTS
;----------------------------
; start end of wave sequence
EN.EW:
LDX #2
BEGIN
LDA EN.LMD(X)
CMP #3
IFNE
TRAI 1 EN.LMD(X) ; everybody is dying
ENDIF
INXS 2
CPX EN.NUM
PLEND
TRAI 0FF EN.EWM ; end of wave mode 1
RTS
;-----------------------
; collision EN vs EN(0)
EN.COL:
COLSIZ=080
LDA EN.LMD(X) ; if not on maze, no collision
IFNE
JMP 50$
ENDIF
; compare EN CE X
LDA EN.IX(X)
ASLS 3
STA EN.T1
LDA EN.IX
ASLS 3
SUB EN.T1
STA EN.T2
LDA EN.MX
SBC EN.MX(X)
STA EN.T3
AD16AI EN.T2 COLSIZ
LDA EN.T3 ; high byte of difference must =0,1
CMP #1
IFCS
JMP 50$
ENDIF
; LDA EN.T2
; CMP #2*COLSIZ
; IFCS
; JMP 50$
; ENDIF ; 0<=EX-CX+COLSIZ<=2*COLSIZ
LDA EN.IY(X)
ASLS 3
STA EN.T4
LDA EN.IY
ASLS 3
SUB EN.T4
STA EN.T5
LDA EN.MY
SBC EN.MY(X)
STA EN.T6
AD16AI EN.T5 COLSIZ
LDA EN.T6 ; high byte of difference must =0
CMP #1
IFCS
JMP 50$
ENDIF
; LDA TEMP2
; CMP #2*COLSIZ
; IFCS
; JMP 50$
; ENDIF
LDA EN.JFL ; if not jumping
IFEQ
LDA EN.HEI(X) ; height difference <=2
SUB EN.HEI
BINT 2,40$
JMP 50$
ENDIF
40$:
LDA EN.STA(X)
CMP #7 ; honey
IFEQ
LDA #14
JSR MN.SN1
TRAI 01 EN.ANV(X)
LDA #10 ; 1000 points
41$:
STA 1+SC.INC
LDA #0
STA SC.INC
STA 2+SC.INC
JSR SC.UPD
TRAI 0D EN.STA(X)
TRAI 080 EN.DEL(X)
JMP 50$
ENDIF
CMP #6 ; witch
IFEQ
LDA EN.CDL
IFNE
TRAI 02 EN.ANV(X)
LDA #30 ; 3000 points
JMP 41$
ENDIF
ENDIF
LDA EN.CDL
IFNE
JMP 50$
ENDIF
LDA EN.STA(X)
CMP #0D ; score display
IFEQ
JMP 50$
ENDIF
CMP #0A ; stationary hat
IFEQ
TRAI 0FF EN.CDL ; collision delay
SEI
TXA
PHA
JSR RCN
PLA
TAX
CLI
LDA #8
JSR MN.SN1
TRAI 0 EN.ANV(X)
LDA #05
JMP 41$
ENDIF
; LDA EN.STA(X) ; if creature eating
CMP #3
IFEQ
LDA EN.JFL
IFEQ ; and no jumping
LDA #2
JSR MN.SN1
TRAI 0 EN.ANV(X)
LDA #05
JMP 41$ ; 500 points
ENDIF
ELSE
LDA EN.JFL ; if jumping
IFNE
LDA EN.STA(X)
IFEQ ; if a tree
TRAI 0 EN.ANV(X) ; youth regained
LDY WV.DF2
TRAM DF.TRG(Y) EN.DEL(X) ; tree growing time
TRAI 0 1+EN.DEL(X)
ELSE ; if not
CMP #1
IFPL
CMP #3
IFMI
TRAI 5 EN.STA(X) ; stun it
TR16AI 60 EN.DEL(X)
ENDIF
ENDIF
ENDIF
ELSE
TRAI 1 EN.LMD ; else player death
TRAI 07F EN.DEL
LDA #3
JSR MN.SN1 ; pl death sound
ENDIF
ENDIF
50$:
RTS
;---------------------------------------
; routine to initialize EN, on gp start
EN.IN2:
; life mode
TXA
STA TEMP1 ; for comparison later
IFEQ
STA EN.LMD ; player is alive
ELSE
CPX #2
IFEQ
TRAI 3 EN.LMD(X); swarm comes in later
ELSE
LDY WV.NUM
LDA DF.CRN(Y)
ADD WV.DF2 ; increase number
CMP #8 ; of creatures
IFCS ; max of 8
LDA #8
ENDIF
ASL
ADD #2
CMP TEMP1
IFPL
LDA EN.DEA(X)
IFEQ ; if not completely dead
TRAI 2 EN.LMD(X) ; start descent
LDA EN.STA(X)
SUB #7
IFEQ
STA EN.LMD(X)
ENDIF
ENDIF
ELSE
TRAI 3 EN.LMD(X)
ENDIF
ENDIF
ENDIF
EN.INR: ; entry for init positions
JSR EN.PSI ; position init
10$:
TR16AI CTRAM EN.MAT(X)
JSR EN.MUL
AD16AM EN.MAT(X) EN.OFF
TR16AM EN.MAT(X) EN.MA2(X)
AD16AI EN.MA2(X) 16*16
TR16AM EN.MAT(X) EZ.MAT
TR16AM EN.MA2(X) EZ.MA2
LDY #0
TRAM @EZ.MAT(Y) EN.HEI(X)
; height at 1 1 must not be 0 !!!!!!!! otherwise
; an infinite loop happens here
LDA EN.HEI(X)
IFEQ
TRAI 1 EN.MX(X)
TRAI 1 EN.MY(X)
JMP 10$
ENDIF
; horizontal position
LDA EN.MX(X)
SUB #1
ASLS 2
STA EN.T1
LDA EN.MY(X)
SUB #1
ASLS 3
STA EN.T2
LDA #CT.HST-9 ; picture offset
ADD EN.T2
SUB EN.T1
STA EN.HP(X)
; vertical position
LDA EN.MY(X)
SUB #1
ASL
STA EN.T2
LDA #0-CT.VST-0B+06+0A ; picture offset
SUB EN.T2
SUB EN.T1
STA EN.VP(X)
; screen vert coordinate (used for scrolling down)
ADD EN.HEI(X)
STA EN.Y(X)
LDA EN.HP(X)
STA EN.X(X)
; pictures
TRAI 2 EN.AND(X)
LDA #11
JSR EN.PCF ; bear
; priority
LDY #0
LDA @EZ.MA2(Y)
AND #40
IFNE
TRAI 0 EN.PR1(X)
ELSE
TRAI 0FF EN.PR1(X)
ENDIF
; fine x,y
TRAI 10 EN.IX(X)
TRAI 0C EN.IY(X)
; set collision bit, if not dead
LDA EN.LMD(X)
CMP #3
IFNE
CPX #0
IFNE
LDA @EZ.MA2(Y)
ORA #08
STA @EZ.MA2(Y)
ENDIF
ENDIF
RTS
;--------------------------------------------
; initialize positions etc., after death etc.
EN.PSI:
TXA
IFEQ ; player
STA EN.JDL ; not jumping
STA EN.JFL ; anymore
STA EN.BLK
TRAI 14 EN.MX
TRAI 11 EN.MY
ELSE
; init positions of creatures
LDA WV.NUM ; 0-15
ASLS 3
ADD WV.NUM
STA TEMP1
TXA
LSR
SUB #1
ADD TEMP1
TAY
TRAM DF.INX(Y) EN.MX(X)
TRAM DF.INY(Y) EN.MY(X)
; swarm on top of player after too much time
LDA EN.STA(X)
CMP #8
IFEQ
LDA WV.TIM+1
STA RS.KEY+1 ; key of swarm sound
LDA WV.DF2
LSR
NEGA
ADD #0B ; 44 seconds
CMP 1+WV.TIM
IFCC
LDA EN.TFL
IFEQ
LDA WV.TIM+1
ADC #3
STA RS.KEY+1
TRAM EN.MX EN.MX(X)
LDA EN.MY
ELSE
LDA #014
STA EN.MX(X)
; LDY WV.NUM
; TRAM DF.TEX(Y) EN.MX(X)
; TRAM DF.TEY(Y) EN.MY(X)
ENDIF
STA EN.MY(X)
ENDIF
ENDIF
TRAI 0 EN.DR(X) ; direction
TRAI 0 EN.HOF(X)
LDA EN.STA(X)
CMP #7
IFEQ
LDA #0
ELSE
LDA #0FF
ENDIF
STA EN.BLK(X)
TRAI 0 EN.ANV(X) ; animation variable init
STA EN.GP1(X) ; general purpose init
STA EN.GP2(X)
LDA EN.STA(X)
IFEQ
STA 1+EN.DEL(X)
LDY WV.DF2
TRAM DF.TRG(Y) EN.DEL(X) ; tree growing time
ELSE
CMP #8 ; swarm
IFEQ
TR16AI 140 EN.DEL(X)
ELSE
TR16AI 20 EN.DEL(X)
ENDIF
ENDIF
LDY WV.DF2
LDA DF.SP1(Y)
ADD WV.DFO
STA EN.SP1(X)
LDA DF.MSG(Y)
ADD WV.DFO
STA EN.MSG ; max speed g-eat
TRAM DF.CMS(Y) EN.CMS ; crys mons speed
ENDIF
RTS
;------------------------------
; init state, at start of wave
EN.IN3:
; state, picture offsets, life or death
TRAI 0 EN.DEA(X) ; everybody is alive
STA AT.OUT
TXA
IFEQ
STA EN.STA
TRAI 0F-3 EN.YO1
STA EN.YO2
TRAI 0FF-3 EN.YO3
STA EN.YO4
TRAI 0FC EN.XO1
STA EN.XO3
TRAI 4 EN.XO2
STA EN.XO4
ELSE
TRAI 0F EN.YO1(X)
STA EN.YO2(X)
TRAI 0FF EN.YO3(X)
STA EN.YO4(X)
TRAI 0FF EN.XO1(X)
STA EN.XO3(X)
TRAI 7 EN.XO2(X)
STA EN.XO4(X)
CPX #2 ; slot for swarm