GSCats/equates.s
blondie7575 1d3bfeba8f Font engine refactor
String rendering code is now replicated for each font, which makes the code much faster and tighter. This will also immensely simplify switching to left-justified text rendering, which turns out to be important. :-|
2023-07-16 20:10:00 -07:00

87 lines
2.7 KiB
ArmAsm

TEXTCOLOR = $e0c022
NEWVIDEO = $e0c029
BORDERCOLOR = $e0c034
CLOCKCTL = $e0c034
SHADOW = $e0c035
STACKCTL = $e0c068
KBD = $e0c000
KBDSTROBE = $e0c010
COUT = $fded
VRAM = $e12000
SHADOWVRAM = $012000
VRAMBANK = $e10000
SHADOWVRAMBANK = $010000
PRODOS = $bf00 ; MLI entry point
PRODOSRETURN = $300 ; Indirect jump to get back to ProDOS from any bank
ENSONIQ_CONTROL = $e1c03c ; Ensoniq-related registers/locations
ENSONIQ_DATA = $e1c03d
ENSONIQ_ADDRL = $e1c03e
ENSONIQ_ADDRH = $e1c03f
SYSTEM_VOLUME = $e100ca
; Zero page locations we use (unused by Monitor, Applesoft, or ProDOS)
PARAM0 = $06
PARAM1 = $07
PARAM2 = $08
PARAM3 = $09
PARAML0 = $06 ; 16-bit versions of params
PARAML1 = $08
PARAML2 = $d0
SCRATCH0 = $19
SCRATCH1 = $1a
SCRATCHL = $19 ; 16-bit version of scratch
SCRATCHL2 = $67 ; Second 16-bit scratch
PARAM24 = $67 ; 24-bit param (This is almost certainly messing up AppleSoft, but meh)
CACHEPTR = $6A ; General purpose cache pointer (This is almost certainly messing up AppleSoft, but meh)
CACHEDATA = $6C ; General purpose cache data (This is almost certainly messing up AppleSoft, but meh)
leftScreenEdge = $6E ; Reserved for leftScreenEdge (This is almost certainly messing up AppleSoft, but meh)
STACKPTR = $70 ; Cache for stack pointer in fast graphics
SHADOWREGISTER = $72 ; Cache for shadow register in fast graphics
STACKREGISTER = $73 ; Cache for stack register in fast graphics
lastCompiledTerrainY = $75 ; The highest Y value that the compiled renderer must handle
RANDOM = $ce ; 16 bit random number
RANDOML = $ce ; Low byte of random number generator
RANDOMH = $cf ; High byte of random number generator
; Terrain constants
TERRAINWIDTH = 640 ; In pixels
MAXTERRAINHEIGHT = 100 ; In pixels
COMPILEDTERRAINROW = TERRAINWIDTH/4+4 ; In words, +4 to make room for clipping jump at end of row
VISIBLETERRAINWIDTH = TERRAINWIDTH/4 ; In words- width minus jump return padding
VISIBLETERRAINWINDOW = 80 ; In words
MAXSPANSPERROW = 15
SPANROWBYTES = MAXSPANSPERROW*2 + 2 ; In bytes
CLIPPEDTERRAINSTACK = $3fff ; Location of stack where clipped terrain data lives
; Terrain data, stored as height values 2 pixels wide (bytes)
terrainDataFar = $02f500
terrainData = $f500
; .repeat TERRAINWIDTH/2
; .word 0
; .endrepeat
terrainDataEnd = terrainData + (TERRAINWIDTH/2 * 2)
; Far symbols
renderStringFar = $050000 ; Main entry for font rendering engine
; Stash the size of the sound bank at the end of sound memory so loader can pass it to sound system
soundBankSize=$04fffe
; projectileData struct offsets
JD_PRECISEX = 132
JD_PRECISEY = 134
JD_VX = 136
JD_VY = 138
JD_TYPE = 140
JD_NEW = 142
JD_STATIC = 144
JD_OWNER = 146
JD_FACING = 148
JD_SCRATCH = 150
JD_AGE = 152
JD_DEPLOYDELAY = 154
MAXPROJECTILES = 3