;;==========================================================================;; ;; Joe Zbiciak's Space Patrol for Intellivision. ;; ;; Copyright 2006, Joe Zbiciak, intvnut AT gmail.com. ;; ;; http://spatula-city.org/~im14u2c/intv/ ;; ;;==========================================================================;; ;; ------------------------------------------------------------------------ ;; ;; ;; ;; "But this has taken us far afield from interface, which is not ;; ;; a bad place to be, since I particularly want to move ahead to ;; ;; the kludge. Why do people have so much trouble understanding ;; ;; the kludge? What is a kludge, after all, but not enough Ks, ;; ;; not enough ROMs, not enough RAMs, poor quality interface and too ;; ;; few bytes to go around? Have I explained yet about the bytes?" ;; ;; -- UNIX Fortune File ;; ;; ;; ;; ------------------------------------------------------------------------ ;; CFGVAR "name" = "SDK-1600 Space Patrol" CFGVAR "short_name" = "Space Patrol" CFGVAR "author" = "Joe Zbiciak" CFGVAR "sfx_by" = "Joe Zbiciak" CFGVAR "game_art_by" = "Joe Zbiciak" CFGVAR "box_art_by" = "Teresa Zbiciak" CFGVAR "music_by" = "Arnauld Chevallier" CFGVAR "author" = "Arnauld Chevallier" CFGVAR "author" = "David Harley" CFGVAR "year" = 2006 CFGVAR "license" = "GPLv2+" CFGVAR "description" = "The SDK-1600 build of Space Patrol (no LTO branding)." CFGVAR "publisher" = "SDK-1600" CFGVAR "ecs_compat" = 2 ; Enhanced by ECS INCLUDE "bldflags.asm" ; should be in whatever our builddir is ROMW 16 ; This makes life mucho easier. ;; ------------------------------------------------------------------------ ;; ;; Magic Constants ;; ;; ------------------------------------------------------------------------ ;; COPYR EQU $13A ; Character # for Copyright circle-C JZB EQU $121 ; Starting character # for my name... C_BLK EQU $0 ; Black C_BLU EQU $1 ; Blue C_RED EQU $2 ; Red C_TAN EQU $3 ; Tan C_DGR EQU $4 ; Dark Green C_GRN EQU $5 ; Green C_YEL EQU $6 ; Yellow C_WHT EQU $7 ; White C_GRY EQU $8 ; Grey C_CYN EQU $9 ; Cyan C_ORG EQU $A ; Orange C_BRN EQU $B ; Brown C_PNK EQU $C ; Pink C_LBL EQU $D ; Light Blue C_YGR EQU $E ; Yellow-Green C_PUR EQU $F ; Purple X_BLK EQU $0 ; Black X_BLU EQU $1 ; Blue X_RED EQU $2 ; Red X_TAN EQU $3 ; Tan X_DGR EQU $4 ; Dark Green X_GRN EQU $5 ; Green X_YEL EQU $6 ; Yellow X_WHT EQU $7 ; White X_GRY EQU $1000 ; Grey X_CYN EQU $1001 ; Cyan X_ORG EQU $1002 ; Orange X_BRN EQU $1003 ; Brown X_PNK EQU $1004 ; Pink X_LBL EQU $1005 ; Light Blue X_YGR EQU $1006 ; Yellow-Green X_PUR EQU $1007 ; Purple ; STIC MOB attribute bits _X PROC ; bits in the MOB's X register @@na EQU $0000 @@xsiz EQU $0400 ; Doubles width @@visb EQU $0200 ; Visible vs. Invisible @@intr EQU $0100 ; Object interacts w/ others ENDP _Y PROC ; bits in the MOB's Y register @@na EQU $0000 @@yres EQU $0080 ; 16-lines @@siz1 EQU $0000 ; 1x height @@siz2 EQU $0100 ; 2x height @@siz4 EQU $0200 ; 4x height @@siz8 EQU $0300 ; 8x height @@xmir EQU $0400 ; Mirror horizontally @@ymir EQU $0800 ; Mirror vertically ENDP _A PROC ; bits in the MOB's A register @@na EQU $0000 @@grom EQU $0000 ; MOB's card is in GROM @@gram EQU $0800 ; MOB's card is in GRAM @@prio EQU $2000 ; MOB is behind background ENDP VFAST EQU $FF VMED EQU $BF VSLOW EQU $6F VJUMP EQU $1B ;VBIAS EQU $80 MAXGP1 EQU 5 ; Max sprites in group 1 is 5 MAXGP2 EQU 7 ; Max sprites in group 2 is 7 MAXSPR EQU MAXGP1+MAXGP2 ; Max total sprites is 12. ; We mux these onto 6 MOBs. X_TITL EQU X_PUR ; \_ Title screen color scheme C_TITL EQU C_PUR ; / C_STAT EQU C_GRY ; Status bar color X_GRND EQU X_ORG ; \_ Ground color C_GRND EQU C_ORG ; / X_ROCK EQU X_BRN ; \_ Rock color C_ROCK EQU C_BRN ; / TSKQM EQU $7 ; 7 task queue M_DUP EQU $1 ; music flag : 'duplicate on channels B/C' M_3CH EQU $2 ; music flag : '3-channel tune' M_TICK EQU $4 ; music flag : 'ticks enabled' ;; ======================================================================== ;; ;; Magic memory locations ;; ;; ======================================================================== ;; VBLANK EQU $20 ; Vertical-blank Handshake COLSTK EQU $21 ; Color-stack/FGBG switch CS0 EQU $28 ; Color Stack 0 CS1 EQU $29 ; Color Stack 1 CS2 EQU $2A ; Color Stack 2 CS3 EQU $2B ; Color Stack 3 CB EQU $2C ; Color for border EC_LOC EQU $CF00 EC_MAG EQU $69 EC_POLL EQU $CF01 ;; ======================================================================== ;; ;; MACROS ;; ;; ======================================================================== ;; INCLUDE "macro/util.mac" INCLUDE "macro/stic.mac" INCLUDE "macro/tracker.mac" INCLUDE "macro/dseg.mac" INCLUDE "macro/gfx.mac" INCLUDE "macro/initmem.mac" INCLUDE "macro/s16.mac" INCLUDE "macro/p16.mac" INCLUDE "macro/score.mac" ISRVEC EQU $100 ;-$101 ; ISR jump vector ;; ======================================================================== ;; ;; SCRATCH (8-bit) MEMORY ;; ;; ======================================================================== ;; TICK SCRATCH 1 ; Global clock tick PTPHAS SCRATCH 1 ; Previous top-mountain phase PMPHAS SCRATCH 1 ; Previous mid-mountain phase PGPHAS SCRATCH 1 ; Previous ground phase PPGPHA SCRATCH 1 ; Previous ground phase MOFS SCRATCH 1 ; Previous ground card offset PGCARD SCRATCH 1 ; Previous ground card offset MIDGFX SCRATCH 1 ; City or mountain for mid gfx. MIDMSK SCRATCH 1 ; mask for CITY vs. MOUNTAIN ($3FFF/$1FFF) TSKIP SCRATCH 1 ; Top vs. Mid mountain priority flag INCITY SCRATCH 1 ; Zero if not in CITY. CRATCNT SCRATCH 1 ; Counter until we can make new crater GDATA SCRATCH 1 ; Ground pixel pattern HBDATA SCRATCH 1 ; Horizontal bullet pixel pattern HBCOL0 SCRATCH 1 ; Horizontal bullet column (old) HBCOL1 SCRATCH 1 ; Horizontal bullet column (new) HBCNT SCRATCH 1 ; Horizontal bullet lifetime counter HBCNT2 SCRATCH 1 ; Horizontal bullet fire-to-fire counter HBROW SCRATCH 1 ; Horizontal bullet row HBKOS SCRATCH 1 ; Horizontal bullet kill-on-scroll TMCLR SCRATCH 1 ; Title message color TMADDR SCRATCH 1 ; Title message address ;SKIPRC SCRATCH 1 ; XXX -- Skip decoding of rocks/craters ;EXITOK SCRATCH 1 ; XXX -- schedexit trigger, to reuse for pause ;STCNT SCRATCH 1 ; XXX -- Stats div-by-16 counter ;IDLE SCRATCH 1 ; Number of idle ticks FDROP SCRATCH 1 ; Number of frames droped (if any) EMODE SCRATCH 1 ; Operating mode for engine CUENUM SCRATCH 1 ; Deferred bad-guy CUE BGFLAG SCRATCH 1 ; Flag: Bad-guy engine even/odd frame toggle BGMPTBL SCRATCH 20 ; Bad-guy motion program table. BGEXIT SCRATCH 5 ; BGMP Exit program table. MOBHIT SCRATCH 1 ; LSB set if buggy collides w/ other MOBs CAUTFL SCRATCH 1 CONTS SCRATCH 1 ; Continues left LIVES SCRATCH 1 ; Lives left POINT SCRATCH 1 ; Last passed checkpoint COURSE SCRATCH 1 ; Course number (0..7) DEFSCO SCRATCH 1 ; Deferred score (waiting for buggy to land) CURBON SCRATCH 1 ; Current bonus threshold WAVE SCRATCH 1 ; Number of currently active saucers WKILL SCRATCH 1 ; Number of saucers killed in this wave DOSCO SCRATCH 1 ; Flag: Do score update .SPSTART8 SET .SCRMEM SPAT SCRATCH 12 ; Attributes for 12 sprites SPAT1 EQU SPAT ; Offset into SPAT table for Group 1 SPAT2 EQU SPAT + 5 ; Offset into SPAT table for Group 2 JMPSCO SCRATCH 5 ; Jumpable-object scoring info fpr SP #0-4 SPHSCR SCRATCH 5 ; Horizontal-scroll flags for SP #0-4 LANDED SCRATCH 1 ; Flag: Just landed safely GP1MOB SCRATCH 1 ; Number of MOBs alloc'd to group 1 GP1ACT SCRATCH 1 ; Number of active sprites in group 1 GP1CNT SCRATCH 1 ; Multiplex counter for group 1 GP2MOB SCRATCH 1 ; Number of MOBs alloc'd to group 2 GP2ACT SCRATCH 1 ; Number of active sprites in group 2 GP2CNT SCRATCH 1 ; Multiplex counter for group 2 .SPSTOP8 SET .SCRMEM TXLO SCRATCH 1 ; Pixel column of back end of tank FXLO SCRATCH 1 ; Pixel column of follower (minelayer) FHCNT SCRATCH 1 ; Follower fast-hover count RCCNT SCRATCH 1 RCPIC SCRATCH 1 RCNXT SCRATCH 2 ; RCIDX for next level RCLVL SCRATCH 2 ; RCIDX for current level LMCNT SCRATCH 1 ; Level marker counter LMCHAR SCRATCH 1 ; Level 'character' TIMSEC SCRATCH 1 TIMTIC SCRATCH 1 CKTOG SCRATCH 1 ; Toggle checking bad guy/good-guy bullets FCNT SCRATCH 1 ; Counter: Rate-limit bullet firing. EBSY SCRATCH 1 ; Engine Busy flag (in case we drop frames) SPINCNT SCRATCH 1 ; Spinner frame counter SPINB SCRATCH 1 ; Spinner bullet in the air WTIMER SCRATCH 1 ; Countdown timer for WAIT GRATE SCRATCH 1 ; Ground scrolling rate WANTVL SCRATCH 1 ; desired velocity JVEL SCRATCH 1 ; Current jump velocity (0 == not moving) DOENG SCRATCH 1 DNENG SCRATCH 1 DBOUT SCRATCH 1 ; Debounced hand controller values DBCM SCRATCH 1 ; Debounce counter MSB DBCL SCRATCH 1 ; Debounce counter LSB TMP SCRATCH 5 ; Temp storage for whoever needs it SCROLL EQU TMP RFRSH_M SCRATCH 1 ; Generic counter for music refresh NOTE_A SCRATCH 1 ; Current note on channel A NOTE_B SCRATCH 1 ; Current note on channel B NOTE_C SCRATCH 1 ; Current note on channel C RFRSH_A SCRATCH 1 ; Counter for refresh on channel A RFRSH_B SCRATCH 1 ; Counter for refresh on channel B RFRSH_C SCRATCH 1 ; Counter for refresh on channel C VOL_A SCRATCH 1 ; Current volume on channel A VOL_B SCRATCH 1 ; Current volume on channel B VOL_C SCRATCH 1 ; Current volume on channel C _INSTR_A SCRATCH 1 ; ** available ** _INSTR_B SCRATCH 1 ; ** available ** _INSTR_C SCRATCH 1 ; ** available ** COUNT_A SCRATCH 1 ; Note counter on channel A COUNT_B SCRATCH 1 ; Note counter on channel B COUNT_C SCRATCH 1 ; Note counter on channel C COUNT_M SCRATCH 1 ; Generic counter for music COUNT_P SCRATCH 1 ; Pattern counter PAT SCRATCH 1 ; Current pattern MUS_FLAGS SCRATCH 1 ; Music flags SFXTBL SCRATCH 8 SFXQ SCRATCH 1 SFXBSY SCRATCH 1 SFXSTMP SCRATCH 1 ; extra state for saucer slide-whistle SFX MUXOK SCRATCH 1 ; Flag: Ok to run UPMUX in ENGINE2 SCORE SCRATCH 2 ; 16-bit score PSCOR SCRATCH 2 ; Peak score this game TOPSCO SCRATCH 16 ; Top scores for all 8 courses. PSG0 EQU $1F0 ;-$1FD ; PSG base address (master component) PSG1 EQU $0F0 ;-$0FD ; PSG base address (ECS) CTRL0 EQU $1FE ; Right hand controller CTRL1 EQU $1FF ; Left hand controller ;; ======================================================================== ;; ;; SYSTEM (16-bit) MEMORY ;; ;; ======================================================================== ;; .SPSTART16 SET .SYSMEM SDAT SYSTEM 24 ; Shadow copy of STIC regs SPXYV SYSTEM 24 ; X/Y velocity for 12 sprites SPXYP SYSTEM 24 ; Sprite X/Y position, 8Q8 .SPSTOP16 SET .SYSMEM SPXY1 EQU SPXYP ; Offset into SPXYP table for Group 1 SPXY2 EQU SPXYP + 5*2 ; Offset into SPXYP table for Group 2 RCIDX SYSTEM 1 ; Rock/crater/spawn index GGB0 SYSTEM 1 ; good-guy bullet 0 GGB1 SYSTEM 1 ; good-guy bullet 1 GGB2 SYSTEM 1 ; good-guy bullet 2 MGOFS SYSTEM 1 ; Mid-ground graphics offset in GRAM GPHASE SYSTEM 1 ; ground scroll phase MPHASE SYSTEM 1 ; midmntn scroll phase TPHASE SYSTEM 1 ; topmntn scroll phase MPTR SYSTEM 1 ; mountain gfx ROM pointer WPTR SYSTEM 1 ; wheel gfx ROM pointer RPTR SYSTEM 1 ; rock/crater gfx ROM pointer JHGT SYSTEM 1 ; Current jump height (0 == on ground) MGRAM SYSTEM 1 ; GRAM address for mountain data SONG SYSTEM 1 ; Tracker variables POS_A SYSTEM 1 POS_B SYSTEM 1 POS_C SYSTEM 1 SDATP SYSTEM 1 STACK SYSTEM 20 BGTTMP EQU $35E ; Temporary variable used by BGT routines RSEED EQU $35F GROM EQU $3000 GRAM EQU $3800 ISRRET EQU $1014 ;; ------------------------------------------------------------------------ ;; ;; Magic memory locations in ECS ;; ;; ------------------------------------------------------------------------ ;; ECSOK EQU $4040 ; flag saying whether extra features exist. ;; ------------------------------------------------------------------------ ;; ;; GRAM layout in-game ;; ;; 00 Space character ;; ;; 01 - 07 "Joseph Zbiciak" graphic ;; ;; 03 - 04 "Time" graphic ;; ;; 05 - 07 "Caution" graphic ;; ;; 08 - 0F Middle "mountain" graphics (8 cards) ;; ;; 10 - 19 Numeric digits (10 cards) ;; ;; 1A Circle-C copyright symbol ;; ;; 1A "Pt" graphic ;; ;; 1B Ground terrain (1 cards) ;; ;; 21 Creep #1 (orange ship) ;; ;; 22 Creep #2 (blue ship) ;; ;; 23 Creep #3 (white spinner) ;; ;; 24 Creep missle ;; ;; 25 Buggy vert missle ;; ;; 26 Buggy horiz missle ;; ;; 27 Buggy body ;; ;; 28 - 29 Buggy wheels/guns (2 cards) ;; ;; 2A Solid ground-piece ;; ;; 2B Creep crater-blaster missle ;; ;; 2C - 37 Rock / Crater graphics (12 cards) ;; ;; 38 - 3F Top "mountain" graphics (8 cards) ;; ;; ------------------------------------------------------------------------ ;; TCARD EQU $38 CCARD EQU $08 MCARD EQU $08 RCARD EQU $2C GCARD EQU $1B HBCARD EQU $1C BCARD EQU $27 WCARD EQU $28 SCARD EQU $23 TMCARD EQU $04 PTCARD EQU $1A TOPGR EQU GRAM + TCARD * 8 ; Top mountains MIDGR EQU GRAM + MCARD * 8 ; Middle mountains RGRAM EQU GRAM + RCARD * 8 ; Rock / Crater GGRAM EQU GRAM + GCARD * 8 ; Ground terrain BGRAM EQU GRAM + BCARD * 8 ; Buggy body WGRAM EQU GRAM + WCARD * 8 + 5 ; Buggy wheels HBGRAM EQU GRAM + HBCARD* 8 + 3 ; Horizontal bullet SGRAM EQU GRAM + SCARD * 8 ; Spinner TMCARDx EQU $800 + TMCARD * 8 ; "Time" graphic PTCARDx EQU $800 + PTCARD * 8 ; "Pt" graphic HBCARDx EQU HBCARD*8 + X_BLK + $0800 LMPCARDx EQU RCARD*8 + X_TITL + $0800 RCARDx EQU RCARD*8 + X_ROCK + $0800 + $8000 RCARD2x EQU (RCARD + 2)*8 + X_ROCK + $0800 + $8000 GCARDx EQU GCARD*8 + X_GRND + $0800 TROW_n EQU 3 CROW_n EQU 6 MROW_n EQU 7 GROW_n EQU 8 TROW_p EQU TROW_n * 8 CROW_p EQU CROW_n * 8 MROW_p EQU MROW_n * 8 GROW_p EQU GROW_n * 8 TROW EQU $200 + TROW_n*20 CROW EQU $200 + CROW_n*20 MROW EQU $200 + MROW_n*20 GROW EQU $200 + GROW_n*20 STROW1 EQU 0*20 + $200 STROW2 EQU 7*20 + $200 RKROW EQU 1*20 + $200 ;; ======================================================================== ;; ;; FONT AND DATA ;; ;; ======================================================================== ;; IF 0 ; Temporary scratch memory ORG $C100, $C100, "+RW" SNDSTRM RMB 8 ; Sound stream table ;STACK RMB 128 ; For now, for debugging purposes STKDEEP RMB 1 ENDI IF (DEFINED DOIDLEHST) <> 0 ORG $CE00, $CE00, "+RW" IDLEHST RMB 256 ENDI ORG $D000 _SPATBL EQU $ INCLUDE "gfx/spatbl.asm" _SPATBL.size EQU $ - _SPATBL _SPAWN EQU $ INCLUDE "bg/bgmpind.asm" INCLUDE "world/spawns.asm" _SPAWN.size EQU $ - _SPAWN INCLUDE "gfx/rcsdata.asm" _WORLD EQU $ INCLUDE "world/world.asm" _WORLD.size EQU $ - _WORLD _OS2 EQU $ INCLUDE "util/initmem.asm" _OS2.size EQU $ - _OS2 CKSUM DECLE 0 ; checksum IF ($ < $D000) OR ($ > $E000) ERR "D000 overflow" ENDI _D000.end EQU $ LISTING "off" REPEAT $E000 - $ DECLE $FFFF ENDR LISTING "prev" ORG $F000 _GFX EQU $ INCLUDE "gfx/topmount.asm" INCLUDE "gfx/midmount.asm" INCLUDE "gfx/midcity1.asm" INCLUDE "gfx/midcity2.asm" INCLUDE "gfx/midcity3.asm" INCLUDE "gfx/midcity4.asm" INCLUDE "gfx/rockbg.asm" INCLUDE "gfx/rockcrat.asm" INCLUDE "gfx/spin1.asm" ; \_ must be adjacent INCLUDE "gfx/spin2.asm" ; / INCLUDE "gfx/title.asm" INCLUDE "gfx/hut.asm" INCLUDE "gfx/ground.asm" INCLUDE "gfx/wheels.asm" _GFX.size EQU $ - _GFX _FONT EQU $ INCLUDE "genasm/font.asm" INCLUDE "genasm/joefnt.asm" INCLUDE "genasm/creepfnt.asm" INCLUDE "genasm/creep2.asm" INCLUDE "genasm/creep3.asm" INCLUDE "genasm/creep4.asm" _FONT.size EQU $ - _FONT _SFX EQU $ INCLUDE "snd/sfx.asm" INCLUDE "snd/music.asm" _SFX.size EQU $ - _SFX _SCTBL EQU $ INCLUDE "genasm/sctbl.asm" _SCTBL.size EQU $ - _SCTBL _POW10 EQU $ INCLUDE "util/pow10.asm" _POW10.size EQU $ - _POW10 IF ($ < $F000) OR ($ > $10000) ERR "F000 overflow" ENDI _F000.end EQU $ LISTING "off" REPEAT $10000 - $ DECLE $FFFF ENDR LISTING "prev" ;; ======================================================================== ;; ;; ROM HEADER ;; ;; ======================================================================== ;; ORG $5000 ; Standard Mattel cartridge memory map _TOPLEV EQU $ ;; ------------------------------------------------------------------------ ;; ROMHDR: WORD $0000 ; RTAB (ignored) DECLE $01,$00 ; Movable object data (ignored) WORD START ; Program start address (ignored) WORD $0000 ; Background graphics WORD ROMHDR + 2 ; Card table -- stored above in header. :-) WORD TITLE ; Title string. DECLE $3C0 ; run title code, clicks off, INTY2 on, no ECS ; DECLE $00 ; -> to STIC $32 ; DECLE $00 ; 0 = color stack, 1 = f/b mode ; DECLE 0, 0, 0, 0 ; color stack elements 1 - 4 ; DECLE $00 ; border color ;; ------------------------------------------------------------------------ ;; _TOPLEV.size EQU $ - _TOPLEV ;;==========================================================================;; ;; MAJOR SUBSYSTEMS AND SUPPORT CODE ;; ;;==========================================================================;; _BGMP EQU $ INCLUDE "bg/bgthink.asm" INCLUDE "bg/bgsaucer.asm" INCLUDE "bg/bgfollow.asm" _BGMP.size EQU $ - _BGMP _ENG1 EQU $ INCLUDE "engine/engine1.asm" _ENG1.size EQU $ - _ENG1 _ENG2 EQU $ INCLUDE "engine/engine2.asm" INCLUDE "engine/runeng.asm" INCLUDE "engine/tictsk.asm" INCLUDE "engine/tank.asm" _ENG2.size EQU $ - _ENG2 _BGENG EQU $ INCLUDE "bg/bgengine.asm" _BGENG.size EQU $ - _BGENG _GAME EQU $ INCLUDE "game/names.asm" INCLUDE "game/data.asm" IF (DEFINED OLDMENU) = 0 INCLUDE "game/mission.asm" ELSE INCLUDE "game/menu.asm" ENDI INCLUDE "game/ckpoint.asm" INCLUDE "game/gameloop.asm" INCLUDE "game/level.asm" ; INCLUDE "game/title.asm" INCLUDE "game/gameover.asm" INCLUDE "game/score.asm" _GAME.size EQU $ - _GAME _SENG EQU $ INCLUDE "engine/sfxeng.asm" INCLUDE "engine/tracker.asm" _SENG.size EQU $ - _SENG _OS EQU $ INCLUDE "os/main_os.asm" INCLUDE "os/rand.asm" INCLUDE "os/setisr.asm" INCLUDE "os/wnk.asm" INCLUDE "util/p16.asm" ; INCLUDE "util/prnum32.asm" INCLUDE "util/prnum16.asm" INCLUDE "util/fillmem.asm" ; INCLUDE "util/hex16.asm" INCLUDE "util/menuinp.asm" INCLUDE "misc/shltbl.asm" INCLUDE "os/debounce.asm" EMIT_CST8 EMIT_CST16 _OS.size EQU $ - _OS _5000.end EQU $ IF ($ < $5000) OR ($ > $7000) ERR "5000 overflow" ENDI LISTING "off" REPEAT $7000 - $ DECLE $FFFF ENDR LISTING "prev" ;* ======================================================================== *; ;* This program is free software; you can redistribute it and/or modify *; ;* it under the terms of the GNU General Public License as published by *; ;* the Free Software Foundation; either version 2 of the License, or *; ;* (at your option) any later version. *; ;* *; ;* This program is distributed in the hope that it will be useful, *; ;* but WITHOUT ANY WARRANTY; without even the implied warranty of *; ;* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU *; ;* General Public License for more details. *; ;* *; ;* You should have received a copy of the GNU General Public License *; ;* along with this program; if not, write to the Free Software *; ;* Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. *; ;* ======================================================================== *; ;* Copyright (c) 2006, Joseph Zbiciak *; ;* ======================================================================== *;