mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-11-01 01:06:33 +00:00
283 lines
5.8 KiB
PHP
283 lines
5.8 KiB
PHP
;; Zero page monitor routines addresses
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;; LZSA addresses
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NIBCOUNT = $00
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WNDLFT = $20
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WNDWDTH = $21
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WNDTOP = $22
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WNDBTM = $23
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CH = $24
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CV = $25
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GBASL = $26
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GBASH = $27
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BASL = $28
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BASH = $29
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H2 = $2C
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V2 = $2D
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MASK = $2E
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COLOR = $30
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INVFLG = $32
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; More zero-page addresses
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; we try not to conflict with anything DOS, MONITOR or BASIC related
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; music
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LOOP = $01
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MB_VALUE = $02
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MB_ADDR_L = $03
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MB_ADDR_H = $04
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DONE_PLAYING = $05
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DONE_SONG = $06
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; rest of pt3_player
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PT3_TEMP = $07
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ORNAMENT_L = $08
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ORNAMENT_H = $09
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SAMPLE_L = $0A
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SAMPLE_H = $0B
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; pt3 player registers
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REGISTER_DUMP = $50
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AY_REGISTERS = $50
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A_FINE_TONE = $50
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A_COARSE_TONE = $51
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B_FINE_TONE = $52
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B_COARSE_TONE = $53
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C_FINE_TONE = $54
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C_COARSE_TONE = $55
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NOISE = $56
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ENABLE = $57
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PT3_MIXER_VAL = $57
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A_VOLUME = $58
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B_VOLUME = $59
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C_VOLUME = $5A
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ENVELOPE_FINE = $5B
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ENVELOPE_COARSE = $5C
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ENVELOPE_SHAPE = $5D
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PATTERN_L = $5E
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PATTERN_H = $5F
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;; Flying Routine Only
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TURNING = $60
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;SCREEN_X = $61 ; not used?
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SCREEN_Y = $62
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ANGLE = $63
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HORIZ_SCALE_I = $64
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HORIZ_SCALE_F = $65
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FACTOR_I = $66
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FACTOR_F = $67
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DX_I = $68
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DX_F = $69
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SPACEX_I = $6A
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SPACEX_F = $6B
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CX_I = $6C
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CX_F = $6D
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DY_I = $6E
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DY_F = $6F
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SPACEY_I = $70
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SPACEY_F = $71
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CY_I = $72
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CY_F = $73
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TEMP_I = $74
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TEMP_F = $75
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DISTANCE_I = $76
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DISTANCE_F = $77
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SPACEZ_I = $78
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SPACEZ_F = $79
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DRAW_SPLASH = $7A
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SPEED = $7B
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SPLASH_COUNT = $7C
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OVER_LAND = $7D
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NUM1L = $7E
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NUM1H = $7F
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NUM2L = $80
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NUM2H = $81
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RESULT = $82 ; 83,84,85
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NEGATE = $86 ; UNUSED?
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LAST_SPACEX_I = $87
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LAST_SPACEY_I = $88
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LAST_MAP_COLOR = $89
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COLOR_MASK = $8A
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XMAX = $8B ; used by putsprite_crop
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;; rotozoom (can overlap with flying routine?)
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SCALE_I = $64 ; scale of rotozoom
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SCALE_F = $65 ;
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;==================GLOBAL STATE, STORED IN SAVE GAME==========
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WHICH_LOAD = $90 ; current level
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HERO_HP_LO = $91 ; hero's hit points (lo)
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HERO_HP_HI = $92 ; hero's hit points (hi)
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HERO_MP = $93 ; hero's magic points
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HERO_MP_MAX = $94 ; heros' max magic points
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HERO_LIMIT = $95 ; hero's limit break count
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HERO_LEVEL = $96 ; hero's level, also high byte of max hp
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HERO_XP = $97 ; hero's experience points
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HERO_MONEY = $98 ; hero's money
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HERO_INVENTORY1 = $99 ; hero's inventory
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HERO_INVENTORY2 = $9A ; hero's inventory
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HERO_INVENTORY3 = $9B ; hero's inventory
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HERO_NAME = $9C ; 8 chars
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HERO_NAME1 = $9D ; 8 chars
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HERO_NAME2 = $9E ; 8 chars
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HERO_NAME3 = $9F ; 8 chars
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HERO_NAME4 = $A0 ; 8 chars
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HERO_NAME5 = $A1 ; 8 chars
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HERO_NAME6 = $A2 ; 8 chars
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HERO_NAME7 = $A3 ; 8 chars
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HERO_STATE = $A4 ; state of hero
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HERO_ON_BIRD = $01
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HERO_ODD = $02 ; stand/walk position
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HERO_DIRECTION = $04 ; 0=left, 1=right
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HERO_STEPS = $A5 ; number of steps (30 steps = minute)
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TIME_MINUTES = $A6 ; time in minutes
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TIME_HOURS = $A7 ; time in hours
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TFV_X = $A8 ; location on screen
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TFV_Y = $A9 ; location on screen
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MAP_X = $AA ; which map region we're on
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;==================GAME STATE (not in save game)==============
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LEVEL_OVER = $B0
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JOYSTICK_ENABLED= $B1
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FRAMEL = $B2
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FRAMEH = $B3
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MENU_RESULT = $B4
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SOUND_STATUS = $B5
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SOUND_DISABLED = $80
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SOUND_IN_LC = $01 ; $01 sound effects in language card
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SOUND_MOCKINGBOARD = $02 ; mockingboard detected
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JS_BUTTON_STATE = $B6
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ANIMATE_LOOP = $B7
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HERO_X = $C0 ; used in battle
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HERO_Y = $C1 ; used in battle
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BATTLE_STATE = $C2 ; used in battle
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BATTLE_STATE_RUNNING = $01 ; running from battle
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BATTLE_COUNT = $C3 ; battle counter
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ENEMY_TYPE = $C4 ; used in battle
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ENEMY_HP_LO = $C5 ; enemy hitpoints
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ENEMY_HP_HI = $C6 ; enemy hitpoints
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ENEMY_LEVEL = $C7 ; enemy level
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ENEMY_X = $C8 ; enemy X position
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ENEMY_COUNT = $C9 ; enemy countdown to attack
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MENU_POSITION = $CA
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MENU_STATE = $CB ; battle menu state
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MENU_NONE = 0
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MENU_MAIN = 1
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MENU_MAGIC = 2
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MENU_SUMMON = 3
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MENU_LIMIT = 4
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MENU_FINGER = $80
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MENU_SUBMENU = $CC
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MENU_MAIN_ATTACK = 0
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MENU_MAIN_SKIP = 1
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MENU_MAIN_MAGIC = 2
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MENU_MAIN_ESCAPE = 3
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MENU_MAIN_SUMMON = 4
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MENU_MAIN_LIMIT = 5
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MAGIC_TYPE = $CD ; same as below
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MENU_TYPE = $CD ; same as above
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MENU_SUMMON_METROCAT = 0
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MENU_SUMMON_VORTEX = 1
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MENU_MAGIC_HEAL = 0
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MENU_MAGIC_FIRE = 1
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MENU_MAGIC_ICE = 2
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MENU_MAGIC_MALAISE = 3
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MENU_MAGIC_BOLT = 4
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MENU_LIMIT_SLICE = 0
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MENU_LIMIT_ZAP = 1
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MENU_LIMIT_DROP = 2
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LAST_KEY = $CE
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DAMAGE_VAL_HI = $CF
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DAMAGE_VAL_LO = $D0
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MAGIC_X = $D1
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MAGIC_Y = $D2
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FINGER_DIRECTION= $D3
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ENEMY_DEAD = $D4
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MAGIC_COST = $D5
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ENEMY_ATTACKING = $D6
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HERO_MOVED = $D7
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; worldmap
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REFRESH = $D8
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NEWX = $D9
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NEWY = $DA
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GROUND_COLOR = $DB
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QUEUED_ATTACK = $DC
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QUEUED_DO_ATTACK = $01
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QUEUED_DO_MAGIC = $02
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QUEUED_DO_LIMIT = $03
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QUEUED_DO_SUMMON = $04
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COLOR1 = $E0
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COLOR2 = $E1
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MATCH = $E2
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XX = $E3
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YY = $E4
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SHIPY = $E4 ; same as before
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YADD = $E5
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LOGO_LOOP = $E6
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NAMEX = $E7
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CHAR = $E8
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DISP_PAGE = $E9
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DRAW_PAGE = $EA
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FIRST = $F0
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LASTKEY = $F1
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PADDLE_STATUS = $F2
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XPOS = $F3
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YPOS = $F4
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TEMP = $FA
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RUN = $FA
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TEMP2 = $FB
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TEMPY = $FB
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INL = $FC
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INH = $FD
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OUTL = $FE
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OUTH = $FF
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; read any file slot 6 version
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; based on FASTLD6 and RTS copyright (c) Peter Ferrie 2011-2013,2018
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; modified to assemble with ca65 -- vmw
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; added code to patch it to run from current disk slot -- vmw
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adrlo = $26 ; constant from boot prom
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adrhi = $27 ; constant from boot prom
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tmpsec = $3c ; constant from boot prom
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reqsec = $3d ; constant from boot prom
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sizelo = $44
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sizehi = $45
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secsize = $46
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ldsizel = $70
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ldsizeh = $71
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namlo = $7b
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namhi = $7c
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step = $7d ; state for stepper motor
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tmptrk = $7e ; temporary copy of current track
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phase = $7f ; current phase for /seek
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