# Initialization file for Tailgunner > >*** Tailgunner *** > >Keyboard Mapping: > > Start Game = F1 > Coin = F3 > Reset Game = F4 > Exit = > > Fire = First (Left) Mouse Button > Shields = Second Mouse Button > Start = Third Mouse Button (on three button mice) > > Use mouse to position cursor. [CPU] MemSize=8k JMI=No Mouse=Tailgunner MouseSpeedX=1024 MouseSpeedY=1024 RomImages=ROMS\TAILGUNR SoundBdPort = 378 ; Switch definitions: ; ; X------ Unused ; ; -S---SS 1---11 = 15 Shield Points ; 1---01 = 20 Shield Points ; 1---10 = 30 Shield Points ; 1---00 = 40 Shield Points ; 0---11 = 50 Shield Points ; 0---01 = 60 Shield Points ; 0---10 = 70 Shield Points ; 0---00 = 80 Shield Points NOTE: The table above is stored in Rom[091C] in BCD The code which initialises the data is at 0026: 0008: D0 STA $0 0009: C0 LDI $0 000A: 57 USB 000B: E6 STA [i] 000C: 21 ADD #$1 000D: 5D JNC 000E: D0 STA $0 000F: 00 CLR 0010: 21 ADD #$1 0011: 95 OUT $5 0012: 44 09 LDJ #$904 0014: 58 JMP 0904: 57 USB 0905: 11 INP $1 <--- a shield bit 0906: 57 USB 0907: EC LSL 0908: 88 LDP #$8 0909: 57 USB 090A: D2 STA $2 090B: 57 USB 090C: 14 INP $4 <--- a shield bit 090D: 57 USB 090E: E7 ADD [i] 090F: 57 USB 0910: EC LSL 0911: 57 USB 0912: E6 STA [i] 0913: 57 USB 0914: 15 INP $5 <--- a shield bit 0915: 57 USB 0916: E7 ADD [i] 0917: 57 USB 0918: E6 STA [i] 0919: 46 20 LDJ #$026 091B: 58 JMP jumps back here: 0026: 09 LDA #$900 0027: 20 1C ADD #$1C 0029: E7 ADD [i] <--- I must point to a byte containing 0..7 002A: E2 XLT 002B: 5F NOP 002C: E6 STA [i] ; ; ----C-- 0=1 credit per 1 quarter, 1=1 credit per 2 quarters Switches=0000000 ; Inputs=BFFF ; uncomment to enable 8 way digital joystick mode [Video] WinSize=0,0,1024,768 ; MinX, MinY, MaxX, MaxY Monitor=BiLevel Twinkle=7 Rotate=No FlipX=No FlipY=No Brightness=53,86,100 ; RGB percentages for brightest level Contrast=40,65,75 ; RGB percentages for dimmest level # Play with these at your own risk! [Inputs] RstCPU = 02000000,FFFFFFFF,00000000,FFFFFFFF ; Set bit indicating RESET Exit = 01000000,FFFFFFFF,00000000,FFFFFFFF ; Set bit indicating Exit Coin = 00000000,FFFFFFFF,00000000,FF7FFFFF Start = 00000000,FFFFFF7F,00000080,FFFFFFFF Fire = 00000000,FFFFFFDF,00000020,FFFFFFFF Shields = 00000000,FFFFFFBF,00000040,FFFFFFFF Right = 00000000,FFFFFFFD,00000002,FFFFFFFF Left = 00000000,FFFFFFFB,00000004,FFFFFFFF Up = 00000000,FFFFFFF7,00000008,FFFFFFFF Down = 00000000,FFFFFFEF,00000010,FFFFFFFF UpLeft = 00000000,FFFFFFF3,0000000C,FFFFFFFF UpRight = 00000000,FFFFFFF5,0000000A,FFFFFFFF DnLeft = 00000000,FFFFFFEB,00000014,FFFFFFFF DnRight = 00000000,FFFFFFED,00000012,FFFFFFFF # Maps the above input definitions to a keyboard 'scancode' [KeyMapping] Exit = 01 ; Exit Coin = 3D ; F3, Coin Switch RstCPU = 3E ; F4, Reset Game Start = 3B ; F1, Start key ; Map the keypad as a joystick with shields in the center ; UpLeft = 47 ; Home ; Up = 48 ; Up ; UpRight = 49 ; PgUp ; Left = 4B ; Left ; Shields = 4C ; Middle ; Right = 4D ; Right ; DnLeft = 4F ; End ; Down = 50 ; Down ; DnRight = 51 ; PgDn ; Shields and Fire keys ; Fire = 35 ; '/' ; Shields = 34 ; '.' Fire = MB1 ; First (Left) Mouse Button Shields = MB2 ; Second Mouse Button Start = MB3 ; Third Mouse Button (on three button mice)