dos33fsprogs/ootw/zp.inc

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2019-01-13 06:10:44 +00:00
;; Zero Page
;; LZ4 addresses
LZ4_SRC = $00
LZ4_DST = $02
LZ4_END = $04
WHICH_LOAD = $05
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COUNT = $06
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MENU_BASE = $06
MENU_HIGHLIGHT = $07
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DELTA = $08
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;; Zero page monitor routines addresses
WNDLFT = $20
WNDWDTH = $21
WNDTOP = $22
WNDBTM = $23
CH = $24
CV = $25
GBASL = $26
GBASH = $27
BASL = $28
BASH = $29
H2 = $2C
V2 = $2D
MASK = $2E
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COLOR_MASK = $2F
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COLOR = $30
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SEEDL = $4e
SEEDH = $4f
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XMAX = $50
BEAST_X = $51 ; L1
BEAST_Y = $52 ; L1
BEAST_GAIT = $53 ; L1
BEAST_COUNT = $54 ; L1
BEAST_STATE = $55
B_STANDING = $00
B_RUNNING = $01
B_FALLING = $02
B_DEAD = $03
BEAST_DIRECTION = $56 ; L1
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FRAMEL = $60
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FRAMEH = $61
WAITING = $62
LETTERL = $63
LETTERH = $64
LETTERX = $65
LETTERY = $66
LETTERD = $67
LETTER = $68
BLARGH = $69
AY_REGISTERS = $70
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A_FINE_TONE = $70
A_COARSE_TONE = $71
B_FINE_TONE = $72
B_COARSE_TONE = $73
C_FINE_TONE = $74
C_COARSE_TONE = $75
NOISE = $76
ENABLE = $77
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PT3_MIXER_VAL = $77
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A_VOLUME = $78
B_VOLUME = $79
C_VOLUME = $7A
ENVELOPE_FINE = $7B
ENVELOPE_COARSE = $7C
ENVELOPE_SHAPE = $7D
PATTERN_L = $7E
PATTERN_H = $7F
ORNAMENT_L = $80
ORNAMENT_H = $81
SAMPLE_L = $82
SAMPLE_H = $83
LOOP = $84
MB_VALUE = $85
MB_ADDR_L = $86
MB_ADDR_H = $87
DONE_PLAYING = $88
DONE_SONG = $89
PT3_TEMP = $8A
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; More zero-page addresses
; we try not to conflict with anything DOS, MONITOR or BASIC related
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HAVE_GUN = $BC ; C2 jail+
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FIRST_SHIELD = $BD
COLLISION_X = $BE
COLLISION_Y = $BF
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DOOR_STATUS = $C0
DOOR_STATUS_H = $C1
DOOR_X = $C2
DOOR_X_H = $C3
DOOR_Y = $C4
DOOR_Y_H = $C5
DOOR_XMIN = $C6
DOOR_XMIN_H = $C7
DOOR_XMAX = $C8
DOOR_XMAX_H = $C9
BEAST_ZAPPING = $CA ; 1
BEAST_DEAD = $CB ; 1
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VENT_OPEN = $CC ; 2
INTRO_REPEAT = $CD ; INTRO
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LASER_TEMP = $CE ; 2+
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LEFT_SHOOT_TARGET = $CF ; ALL
RIGHT_SHOOT_TARGET = $D0 ; ALL
LEFT_WALK_LIMIT = $D1 ; ALL
RIGHT_WALK_LIMIT= $D2 ; ALL
LEFT_SHOOT_LIMIT= $D3 ; ALL
RIGHT_SHOOT_LIMIT=$D4 ; ALL
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NUM_DOORS = $D5 ; 2+
GUN_FIRE = $D6 ; 2+
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GUN_STATE = $D7 ; 2+
BLAST_OUT = $D8 ; 2+
SHIELD_OUT = $D9 ; 2+
ALIEN_OUT = $DA ; 2+
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LASER_OUT = $DB ; 2+
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GUN_CHARGE = $DC ; 2+
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MONSTER_AI = $DD ; C1 underwater
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ACTION_COUNT = $DD ; C4
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BG_BEAST = $DE ; C1
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ACTION_TRIGGERED= $DE ; C4
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ON_ELEVATOR = $DF ; ALL
LEFT_LIMIT = $E0 ; ALL
RIGHT_LIMIT = $E1 ; ALL
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CONSOLE_Y = $E2 ; C1 underwater
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EXIT_COUNT = $E2 ; C1 pool
WHICH_SLUG = $E2 ; C1
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TELEPORTING = $E2 ; C2 jail
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WHICH_CAVE = $E3 ; C1,C5
WHICH_JAIL = $E3 ; C2
WHICH_ROOM = $E3 ; C4
MONSTER_GRAB = $E4 ; C1 underwater
BEAST_OUT = $E4 ; C1
GAME_OVER = $E5 ; ALL
DNA_OUT = $E5 ; INTRO
MESSAGE_CURRENT = $E5 ; INTRO
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DNA_PROGRESS = $E6 ; INTRO
TIME_COUNT = $E6 ; INTRO
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EQUAKE_PROGRESS = $E6 ; C1
DUDE_OUT = $E6 ; C2
FALLING = $E6 ; C3
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CHARGER_COUNT = $E6 ; C4
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FOREGROUND_COUNT= $E6 ; C15
EARTH_OFFSET = $E7 ; ALL??
DNA_COUNT = $E7 ; INTRO
CURSOR_COUNT = $E7 ; INTRO
PARTICLE_COUNT = $E7 ; INTRO
MESSAGE_COUNT = $E7 ; INTRO
MONSTER_WHICH = $E8 ; C1 underwater
BOULDER_X = $E8 ; C1
LITTLEGUY_OUT = $E8 ; C2 cage
CART_X = $E8 ; C2 jail
FALLING_Y = $E8 ; C3
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BOULDER_Y = $E9 ; C1
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SHOOTING_TOP = $E9 ; C1 cage
DUDE_X = $E9 ; C2 jail
STATE_NO_KEYPRESS = $80
STATE_CROUCHING = $40
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STATE_RUNNING = $20
PHYSICIST_STATE = $EA
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P_STANDING = $00
P_WALKING = $01
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P_RUNNING = $02 | STATE_RUNNING
P_CROUCHING = $03 | STATE_CROUCHING
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P_KICKING = $04
P_JUMPING = $05 | STATE_NO_KEYPRESS
P_COLLAPSING = $06 | STATE_NO_KEYPRESS
P_FALLING_SIDEWAYS = $07 | STATE_NO_KEYPRESS
P_SWINGING = $08 | STATE_NO_KEYPRESS
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P_ELEVATING_UP = $09
P_ELEVATING_DOWN = $0A
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P_SHOOTING = $0B
P_FALLING_DOWN = $0C | STATE_NO_KEYPRESS
P_IMPALED = $0D | STATE_NO_KEYPRESS
P_CROUCH_SHOOTING = $0E | STATE_CROUCHING
P_CROUCH_KICKING = $0F | STATE_CROUCHING
P_DISINTEGRATING = $10 | STATE_NO_KEYPRESS
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BUBBLES_Y = $EB ; C1 underwater
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BEFORE_SWING = $EB ; C1
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SHOOTING_BOTTOM = $EB ; C2 cage
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CART_OUT = $EB ; C2 jail
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CUTFRAME = $EC
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DISP_PAGE = $ED ; ALL
DRAW_PAGE = $EE ; ALL
OFFSET = $EF
INTRO_LOOPL = $F0 ; INTRO
PHYSICIST_X = $F0 ; ALL
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INTRO_LOOPH = $F1 ; INTRO
PHYSICIST_Y = $F1 ; ALL
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SPRITETEMP = $F2 ; ALL
XPOS = $F3 ; ALL
YPOS = $F4 ; ALL
DIRECTION = $F5 ; ALL
GAIT = $F6 ; ALL
INTRO_LOOPER = $F7 ; INTRO
TENTACLE_X = $F7 ; C1
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CAGE_GUARD = $F7 ; C2 cage
CITY_MOVIE_SEEN = $F7 ; C2 jail
BROKEN_GLASS = $F7 ; C15 final
ELEVATOR_CYCLE = $F8 ; INTRO
STATIC_LOOPER = $F8 ; INTRO
LEVELEND_PROGRESS = $F8 ; C1
SWING_PROGRESS = $F8 ; C1
TENTACLE_PROGRESS = $F8 ; C1
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CAGE_OFFSET = $F8 ; C2 cage
JAIL_POWER_ON = $F8 ; C2 jail
VENT_END_COUNT = $F8 ; C3
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BRIDGE_COLLAPSE = $F8 ; C15
ELEVATOR_COUNT = $F9 ; INTRO
TENTACLE_GRAB = $F9 ; C1
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CAGE_AMPLITUDE = $F9 ; C2 cage
ELEVATOR_OFFSET = $F9 ; C2 jail
VENT_DEATH = $F9 ; C3
BG_SCROLL = $F9 ; C4
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TEMP = $FA
TEMPY = $FB
INL = $FC
INH = $FD
OUTL = $FE
OUTH = $FF