dos33fsprogs/demosplash2019/zp.inc

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;; Zero Page
;; LZ4 addresses
;LZ4_SRC = $00
;LZ4_DST = $02
;LZ4_END = $04
;WHICH_LOAD = $05
;COUNT = $06
;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
;COLOR_MASK = $2F
COLOR = $30
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;SEEDL = $4e
;SEEDH = $4f
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XMAX = $50
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; escape
FRAME = $51
ASTEROID_SPEED = $52
ASTEROID_X = $53
ASTEROID_Y = $54
RANDOM_PTR = $55
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FRAME_PLAY_OFFSET=$56
FRAME_PLAY_PAGE = $57
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FIRE_Y = $5B
SPRITE_XPOS = $5C
SPRITE_YPOS = $5D
BLAST1 = $5E
BLAST2 = $5F
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FRAMEL = $60
FRAMEH = $61
FIRE = $6A
ASTEROID_EXPLODE = $6B
ASTEROID_SUBX = $6C
FIRE_X = $6D
LEVEL_DONE = $6E
YADD = $6F
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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
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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_ADDRL = $86
MB_ADDRH = $87
DONE_PLAYING = $88
DONE_SONG = $89
PT3_TEMP = $8A
ENV_SHAPE_TEMP = $8B
C_COARSE_TEMP = $8C
A_VOL_TEMP = $8D
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KEYPTRL = $90
KEYPTRH = $91
KEY_COUNTDOWN = $92
KEYPTR = $93
FORCE_MUSIC = $94
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; have to be consecutive
DOOR_STATUS = $B0
DOOR_STATUS_H = $B1
DOOR_X = $B2
DOOR_X_H = $B3
DOOR_Y = $B4
DOOR_Y_H = $B5
DOOR_XMIN = $B6
DOOR_XMIN_H = $B7
DOOR_XMAX = $B8
DOOR_XMAX_H = $B9
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HAVE_GUN = $BC ; C2 jail+
COLLISION_X = $BE
COLLISION_Y = $BF
GREEN0 = $C0
GREEN1 = $C1
GREEN2 = $C2
GREEN3 = $C3
GREEN4 = $C4
ZERO = $C5
WASTE_CYCLES = $C6
FOREVER_OFFSET = $C7
FRAME_OFFSET = $C8
FRAME_PAGE = $C9
AY_WRITE_TEMP = $CA
AY_WRITE_TEMP2 = $CB
ASTRONAUT_X = $CC
ASTRONAUT_Y = $CD
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LASER_TEMP = $CE ; 2+
LEFT_SHOOT_TARGET = $CF ; ALL
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RIGHT_SHOOT_TARGET = $D0 ; ALL
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LEFT_WALK_LIMIT = $D1 ; ALL
RIGHT_WALK_LIMIT= $D2 ; ALL
LEFT_SHOOT_LIMIT= $D3 ; ALL
RIGHT_SHOOT_LIMIT=$D4 ; ALL
NUM_DOORS = $D5 ; 2+
GUN_FIRE = $D6 ; 2+
GUN_STATE = $D7 ; 2+
BLAST_OUT = $D8 ; 2+
SHIELD_OUT = $D9 ; 2+
ALIEN_OUT = $DA ; 2+
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RASTER_PAGE = $DA ; rasters
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LASER_OUT = $DB ; 2+
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RASTER_X = $DB ; rasters
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GUN_CHARGE = $DC ; 2+
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CREDITS_POINTERL= $DC ; credits
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CREDITS_POINTERH= $DD ; credits
CREDITS_X = $DE ; credits
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ON_ELEVATOR = $DF ; ALL
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CREDITS_Y = $DF ; credits
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LEFT_LIMIT = $E0 ; ALL
RIGHT_LIMIT = $E1 ; ALL
WHICH_ROOM = $E3 ; C4
GAME_OVER = $E5 ; ALL
CHARGER_COUNT = $E6 ; C4
LITTLEGUY_OUT = $E8 ; C2 cage
CART_X = $E8 ; C2 jail
SHOOTING_TOP = $E9 ; C1 cage
DUDE_X = $E9 ; C2 jail
STATE_NO_KEYPRESS = $80
STATE_CROUCHING = $40
STATE_RUNNING = $20
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ASTRONAUT_STATE = $EA
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P_STANDING = $00
P_WALKING = $01
P_RUNNING = $02 | STATE_RUNNING
P_CROUCHING = $03 | STATE_CROUCHING
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
P_ELEVATING_UP = $09
P_ELEVATING_DOWN = $0A
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
SHOOTING_BOTTOM = $EB ; C2 cage
CART_OUT = $EB ; C2 jail
DISP_PAGE = $ED ; ALL
DRAW_PAGE = $EE ; ALL
INTRO_LOOPL = $F0 ; INTRO
INTRO_LOOPH = $F1 ; INTRO
XPOS = $F3 ; ALL
YPOS = $F4 ; ALL
DIRECTION = $F5 ; ALL
GAIT = $F6 ; ALL
INTRO_LOOPER = $F7 ; INTRO
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SOUND_WHILE_DECODE = $F8
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TEMP = $FA
TEMPY = $FB
INL = $FC
INH = $FD
OUTL = $FE
OUTH = $FF