dos33fsprogs/games/mist/zp.inc

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;; Zero Page
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;; LZSA addresses
NIBCOUNT = $00
APPLEII_MODEL = $01
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SPEECH_PTRL = $17
SPEECH_PTRH = $18
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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
X_LEFT = $2C
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V2 = $2D
MASK = $2E
COLOR_MASK = $2F
COLOR = $30
SEEDL = $4e
SEEDH = $4f
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XMAX = $50
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; MIST zero page addresses
FRAMEL = $60
FRAMEH = $61
CURSOR_X = $62
CURSOR_Y = $63
XPOS = $64
YPOS = $65
LOCATION_STRUCT_L = $66
LOCATION_STRUCT_H = $67
IN_SPECIAL = $68
CURSOR_VISIBLE = $69
IN_LEFT = $6A
IN_RIGHT = $6B
BTC_L = $6C
BTC_H = $6D
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; pt3 player registers
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AY_REGISTERS = $70
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
PT3_MIXER_VAL = $77
A_VOLUME = $78
B_VOLUME = $79
C_VOLUME = $7A
ENVELOPE_FINE = $7B
ENVELOPE_COARSE = $7C
ENVELOPE_SHAPE = $7D
PATTERN_L = $7E
PATTERN_H = $7F
; note 70-7f also used by disk code
; note: rest are up at $f0
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; We have to save/restore the following values
; when loading/storing from disk
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WHICH_LOAD = $80 ; which file to load
DIRECTION = $81 ; direction we are pointing
DIRECTION_N = $1
DIRECTION_S = $2
DIRECTION_E = $4
DIRECTION_W = $8
DIRECTION_ANY=$f
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DIRECTION_ONLY_POINT = $40 ; do not change pointer to grab
DIRECTION_SPLIT = $80 ; split text/graphics
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LOCATION = $82 ; location on the map
RED_PAGES_TAKEN = $83 ; red pages that have been picked up
OCTAGON_PAGE = $01
MECHE_PAGE = $02
SELENA_PAGE = $04
STONEY_PAGE = $08
CHANNEL_PAGE = $10
FINAL_PAGE = $20
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BLUE_PAGES_TAKEN= $84 ; blue pages that have been picked up
CLOCK_BRIDGE = $85 ; is the clock island bridge raised
GEAR_OPEN = $86 ; is the big gear open
MARKER_SWITCHES = $87 ; state of the marker switches
MARKER_DOCK = $01
MARKER_GEARS = $02
MARKER_SPACESHIP = $04
MARKER_GENERATOR = $08
MARKER_CLOCK = $10
MARKER_TREE = $20
MARKER_POOL = $40
MARKER_DENTIST = $80
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CLOCK_HOUR = $88 ; hour on the mist clock
CLOCK_MINUTE = $89 ; minute on the mist clock
BOILER_LEVEL = $8A ; furnace in the cabin level
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FIREPLACE_GRID0 = $8B ; fireplace grid puzzle state
FIREPLACE_GRID1 = $8C
FIREPLACE_GRID2 = $8D
FIREPLACE_GRID3 = $8E
FIREPLACE_GRID4 = $8F
FIREPLACE_GRID5 = $90
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CLOCK_COUNT = $91 ; clock puzzle (turns taken)
CLOCK_TOP = $92 ; clock puzzle (top dial)
CLOCK_MIDDLE = $93 ; clock puzzle (middle dial)
CLOCK_BOTTOM = $94 ; clock puzzle (bottom dial)
CLOCK_LAST = $95 ; clock puzzle (last dial turned)
BREAKER_TRIPPED = $96 ; generator (circuit breakers status)
GENERATOR_VOLTS = $97 ; generator (total volts)
ROCKET_VOLTS = $98 ; generator (rocket volts)
SWITCH_TOP_ROW = $99 ; generator (switch top row)
SWITCH_BOTTOM_ROW = $9A ; generator (switch bottom row)
GENERATOR_VOLTS_DISP = $9B ; generator (total volts on display)
ROCKET_VOLTS_DISP = $9C ; generator (rocket volts on display)
ROCKET_HANDLE_STEP = $9D ; organ (which knob is lit) [why zp?]
ROCKET_NOTE1 = $9E ; organ (note slider 1)
ROCKET_NOTE2 = $9F ; organ (note slider 2)
ROCKET_NOTE3 = $A0 ; organ (note slider 3)
ROCKET_NOTE4 = $A1 ; organ (note slider 4)
MECHE_ELEVATOR = $A2 ; fortress elevator state
MECHE_ROTATION = $A3 ; fortress rotation state
; 0..3 = S
; 4..7 = E
; 8..11 = N
; 12..15 = W
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MECHE_LEVERS = $A4 ; fortress rotation levers
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LEFT_LEVER = 1
RIGHT_LEVER = 2
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MECHE_LOCK1 = $A5 ; meche lock symbol1
MECHE_LOCK2 = $A6 ; meche lock symbol2
MECHE_LOCK3 = $A7 ; meche lock symbol3
MECHE_LOCK4 = $A8 ; meche lock symbol4
HOLDING_PAGE = $A9 ; which page in hand
HOLDING_RED_PAGE = $80
HOLDING_BLUE_PAGE = $40
HOLDING_WHITE_PAGE = $C0
;FINAL_PAGE = $20
;CHANNEL_PAGE = $10
;STONEY_PAGE = $08
;SELENA_PAGE = $04
;MECHE_PAGE = $02
;OCTAGON_PAGE = $01
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RED_PAGE_COUNT = $AA ; # of red pages in book
BLUE_PAGE_COUNT = $AB ; # of blue pages in book
VIEWER_CHANNEL = $AC ; viewer: current channel
VIEWER_LATCHED = $AD ; viewer: latched channel
TOWER_ROTATION = $AE ; tower rotation: which
ROTATION_GEARS = 2
ROTATION_DOCK = 3
ROTATION_TREE = 4
ROTATION_SPACESHIP = 8
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SHIP_RAISED = $AF ; ship raised or not
PUMP_STATE = $B0 ; stoneship pump state
DRAINED_EXIT = $01
DRAINED_TUNNELS = $02
DRAINED_LIGHTHOUSE=$04
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BATTERY_CHARGE = $B1 ; stoneship battery charge
COMPASS_STATE = $B2 ; stoneship compass state
COMPASS_DEFAULT = 0 ; cabin lights off
COMPASS_LIGHT_ON= 1 ; proper angle selected
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CRANK_ANGLE = $B3 ; stoneship crank angle
WHITE_PAGE_TAKEN= $B4 ; white page taken
CHANNEL_SWITCHES= $B5 ; channelwood switches
CHANNEL_SW_FAUCET = $80
CHANNEL_SW_WINDMILL = $40
CHANNEL_SW_GATE_BOTTOM = $20
CHANNEL_ELEVATOR1_UP = $10
CHANNEL_SW_GATE_TOP = $08
CHANNEL_BOOK_ELEVATOR_UP= $04
CHANNEL_PIPE_EXTENDED = $02
CHANNEL_BRIDGE_UP = $01
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CHANNEL_VALVES = $B6 ; channelwood valves
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CHANNEL_VALVE1 = $01 ; elevator2
CHANNEL_VALVE2 = $02 ; big tree
CHANNEL_VALVE3 = $04 ; broken
CHANNEL_VALVE4 = $08 ; elevator1
CHANNEL_VALVE5 = $10 ; entry
CHANNEL_VALVE6 = $20 ; bridge
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DENTIST_LIGHT = $B7 ; dentist lightswitch
DENTIST_MONTH = $B8 ; dentist panel: month
DENTIST_DAY = $B9 ; dentist panel: day
DENTIST_CENTURY = $BA ; dentist panel: century
DENTIST_YEAR = $BB ; dentist panel: year
DENTIST_HOURS = $BC ; dentist panel: hours
DENTIST_MINUTES = $BD ; dentist panel: minutes
PILLAR_ON = $BE ; pillars: which on/off
PILLAR_EYE = $01
PILLAR_SNAKE = $02
PILLAR_BUG = $04
PILLAR_ANCHOR = $08
PILLAR_ARROW = $10
PILLAR_LEAF = $20
PILLAR_CROSS = $40
PILLAR_EMU = $80
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GREEN_BOOK_PROGRESS = $BF ; green book: what's ben seen
DNI_PROGRESS = $C0 ; dni: atrus status
COMPARTMENT_OPEN = $C1 ; dock marker switch compartment
GAME_COMPLETE = $C2 ; game has been completed
SAFE_HUNDREDS = $C3 ; safe combination, hundreds
SAFE_TENS = $C4 ; safe combination, tens
SAFE_ONES = $C5 ; safe combination, ones
TREE_LEVEL = $C6 ; how high is the tree hole
HOLDING_ITEM = $C7
HOLDING_KEY = $04
HOLDING_LIT_MATCH = $02
HOLDING_MATCH = $01
BOILER_VALVE = $C8 ; how many turns of the boiler valve
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TRUNK_STATE = $C9 ; trunk state in stonsehip
TRUNK_VALVE_OPEN = $01
TRUNK_WATER_DRAINED = $02
TRUNK_KEY_TAKEN = $04
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TRUNK_LID_OPEN = $08
TRUNK_HATCH_OPEN = $10
TRUNK_KEY_ON_FLOOR = $20
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SELENA_BUTTON_STATUS = $CA
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SELENA_BUTTON1 = $01 ; POOL (water)
SELENA_BUTTON2 = $02 ; CHASM (fire)
SELENA_BUTTON3 = $04 ; CLOCK (ticking)
SELENA_BUTTON4 = $08 ; CRYSTALS (whistle)
SELENA_BUTTON5 = $10 ; TUNNEL (wind)
SELENA_LIGHTSWITCH= $80 ; light in the tunnel
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SELENA_ANTENNA1 = $CB ; rotation angle for antenna1
SELENA_ANTENNA2 = $CC ; rotation angle for antenna1
SELENA_ANTENNA3 = $CD ; rotation angle for antenna1
SELENA_ANTENNA4 = $CE ; rotation angle for antenna1
SELENA_ANTENNA5 = $CF ; rotation angle for antenna1
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SELENA_LOCK1 = $D0 ; antenna lock slider1
SELENA_LOCK2 = $D1 ; antenna lock slider2
SELENA_LOCK3 = $D2 ; antenna lock slider3
SELENA_LOCK4 = $D3 ; antenna lock slider4
SELENA_LOCK5 = $D4 ; antenna lock slider5
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SELENA_ANTENNA_ACTIVE = $D5 ; which antenna currently selected
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SUB_LOCATION = $D6
SUB_DIRECTION = $D7
NIBEL_PROJECTOR = $D8 ; which button on projector in nibel
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END_OF_SAVE = $D9
; done game puzzle state
WHICH_SLOT = $DA
JS_BUTTON_STATE = $DB
CURRENT_DISK = $DC
JOYSTICK_ENABLED= $DD
SOUND_STATUS = $DE
SOUND_DISABLED = $80
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SOUND_IN_LC = $01 ; $01 sound effects in language card
SOUND_MOCKINGBOARD = $02 ; mockingboard detected
SOUND_SSI263 = $04 ; SSI-263 speech chip detected
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GRID_PAGE = $DF
ANIMATE_FRAME = $E0
LEVEL_OVER = $E1
LOCATIONS_L = $E2
LOCATIONS_H = $E3
; temp var per-world define
LONG_FRAME = $E4 ; nibel
CURRENT_DISPLAY = $E4 ; selena
LAST_PLAYED = $E4 ; selena
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DISP_PAGE = $ED ; ALL
DRAW_PAGE = $EE ; ALL
; rest of pt3_player
PT3_TEMP = $EF
ORNAMENT_L = $F0
ORNAMENT_H = $F1
SAMPLE_L = $F2
SAMPLE_H = $F3
LOOP = $F4
MB_VALUE = $F5
MB_ADDR_L = $F6
MB_ADDR_H = $F7
DONE_PLAYING = $F8
DONE_SONG = $F9
;TINL = $F0
;TINH = $F1
;BINL = $F2
;BINH = $F3
;SCROLL_COUNT = $F9
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TEMP = $FA
TEMPY = $FB
INL = $FC
INH = $FD
OUTL = $FE
OUTH = $FF
; read any file slot 6 version
; based on FASTLD6 and RTS copyright (c) Peter Ferrie 2011-2013,2018
; modified to assembled with ca64 -- vmw
; added code to patch it to run from current disk slot -- vmw
adrlo = $26 ; constant from boot prom
adrhi = $27 ; constant from boot prom
tmpsec = $3c ; constant from boot prom
reqsec = $3d ; constant from boot prom
sizelo = $44
sizehi = $45
secsize = $46
ldsizel = $70
ldsizeh = $71
namlo = $7b
namhi = $7c
step = $7d ; state for stepper motor
tmptrk = $7e ; temporary copy of current track
phase = $7f ; current phase for /seek