mirror of
https://github.com/sehugg/8bitworkshop.git
synced 2024-12-01 13:50:30 +00:00
384 lines
17 KiB
C++
384 lines
17 KiB
C++
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; ****** HVGLIB.H (formally called ballyequ.h) (C)1977,78
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; *** Bally Astrocade Equates and Macros Header File ***
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; From the nutting_manual and reformatted using Mixed Case
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; Version 3.01 - thru December 29, 2010
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; by Richard C Degler, from scratch
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;
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; > Retyped and proofread by Adam Trionfo and Lance F. Squire
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; > Version 1.0 (as ballyequ.h) - January 17, 2002
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; > Version 2.52 (Version 1.0 of HVGLIB.H) - March 28, 2003
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; > Version 2.6 - March 2, 2004 - as seen on BallyAlley.com
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; > Version 3.0 - 2009
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; > Version 3.01 - Changed "FonT BASE character" comment
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;
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; ***************************
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; * Home Video Game =ates *
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; ***************************
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;
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; ASSEMBLY CONTROL
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;
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XPNDON = 1 ; ** SET TO 1 WHEN HARDWARE EXP
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NWHDWR = 1 ; ** SET TO 1 WHEN NEW HARDWARE
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;
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; General goodies (HEX and Decimal values):
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NORMEM = 0x4000 ; 8192 ; NORmal MEMory start
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FIRSTC = 0x2000 ; 4096 ; FIRST address in Cartridge
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SCREEN = 0x0000 ; 0 ; magic SCREEN start
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BYTEPL = 0x28 ; 40 ; BYTEs Per Line
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BITSPL = 0xA0 ; 160 ; BITS Per Line
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;
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; Stuff in SYSTEM DOPE VECTOR (valid for ALL system ROMs):
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STIMER = 0x0200 ; Seconds and game TIMER, music
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CTIMER = 0x0203 ; Custom TIMERs
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FNTSYS = 0x0206 ; FoNT descriptor for SYStem font
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FNTSML = 0x020D ; FoNT descriptor for SMaLl font
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ALKEYS = 0x0214 ; ALl KEYS keypad mask
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MENUST = 0x0218 ; head of onboard MENU STart
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MXSCR = 0x021E ; address of 'MaX SCoRe' text string
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NOPLAY = 0x0228 ; address of 'Number Of PLAYers' string
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NOGAME = 0x0235 ; address of 'Number Of GAMEs' string
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;
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; BITS in PROCESSOR FLAG byte:
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PSWCY = 0 ; Processor Status Word, CarrY bit
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PSWPV = 2 ; Processor Status Word, Parity or oVerflow bit
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PSWZRO = 6 ; Processor Status Word, ZeRO bit
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PSWSGN = 7 ; Processor Status Word, SiGN bit
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;
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; BITS in GAME STATUS Byte:
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GSBTIM = 0 ; Game Status Byte, if TIMe is up set end bit
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GSBSCR = 1 ; Game Status Byte, if SCoRe reached set end bit
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GSBEND = 7 ; Game Status Byte, END flag bit
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;
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; Standard VECTOR DISPLACEMENTS and bits:
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VBMR = 0x00 ; +0 ; Vector Block, Magic Register
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VBSTAT = 0x01 ; +1 ; Vector Block, STATus byte
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VBTIMB = 0x02 ; +2 ; Vector Block, TIMe Base
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VBDXL = 0x03 ; +3 ; Vector Block, Delta for X Low
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VBDXH = 0x04 ; +4 ; Vector Block, Delta for X Hi
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VBXL = 0x05 ; +5 ; Vector Block, X coord Low
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VBXH = 0x06 ; +6 ; Vector Block, X coord Hi
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VBXCHK = 0x07 ; +7 ; Vector Block, X CHecK flags
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VBDYL = 0x08 ; +8 ; Vector Block, Delta for Y Low
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VBDYH = 0x09 ; +9 ; Vector Block, Delta for Y Hi
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VBYL = 0x0A ; +10 ; Vector Block, Y coord Low
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VBYH = 0x0B ; +11 ; Vector Block, Y coord Hi
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VBYCHK = 0x0C ; +12 ; Vector Block, Y CHecK flags
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VBOAL = 0x0D ; +13 ; Vector Block, Old Address Low
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VBOAH = 0x0E ; +14 ; Vector Block, Old Address Hi
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;
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; DISPLACEMENTS from start of COORDINATE AREA (X or Y):
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VBDCL = 0x00 ; +0 ; Vector Block, Delta for Coord Low
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VBDCH = 0x01 ; +1 ; Vector Block, Delta for Coord Hi
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VBCL = 0x02 ; +2 ; Vector Block, Coord Low
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VBCH = 0x03 ; +3 ; Vector Block, Coord Hi
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VBCCHK = 0x04 ; +4 ; Vector Block, Coord CHecK flags
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;
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; BITS in STATUS byte:
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VBBLNK = 6 ; Vector Block status, BLaNK bit
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VBSACT = 7 ; Vector Block Status, ACTive bit
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;
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; BITS in (X or Y) VB CHECK FLAG bit mask:
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VBCLMT = 0 ; Vector Block Check, LiMiT bit
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VBCREV = 1 ; Vector Block Check, REVerse delta on limit attain
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VBCLAT = 3 ; Vector Block Check, coordinate Limit ATtained
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;
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; FONT TABLE DISPLACEMENTS for CHARACTER DESCRIPTOR BLOCK:
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FTBASE = 0x00 ; +0 ; FonT BASE character (normally 0xA0)
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FTFSX = 0x01 ; +1 ; FonT Frame X Size width
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FTFSY = 0x02 ; +2 ; FonT Frame Y Size height
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FTBYTE = 0x03 ; +3 ; FonT X size for char in BYTEs
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FTYSIZ = 0x04 ; +4 ; FonT Y SIZe height in rows
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FTPTL = 0x05 ; +5 ; FonT Pattern Table address Low
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FTPTH = 0x06 ; +6 ; FonT Pattern Table address Hi
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;
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; BITS for MAGIC REGISTER (write option) byte:
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MRSHFT = 0x03 ; Magic Register, mask of SHiFT amount 0-3
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MRROT = 2 ; Magic Register, write with ROTata bit
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MRXPND = 3 ; Magic Register, write with eXPaND bit
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MROR = 4 ; Magic Register, write with OR bit
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MRXOR = 5 ; Magic Register, write with eXclusive-OR bit
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MRFLOP = 6 ; Magic Register, write with FLOP bit
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;
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; BITS of CONTROL HANDLE Input port:
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CHUP = 0 ; Control Handle, UP bit
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CHDOWN = 1 ; Control Handle, DOWN bit
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CHLEFT = 2 ; Control Handle, joystick LEFT bit
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CHRIGH = 3 ; Control Handle, joystick RIGHT bit
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CHTRIG = 4 ; Control Handle, TRIGger bit
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;
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; CONTEXT BLOCK Register DISPLACEMENTS:
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CBIYL = 0x00 ; +0 ; Context Block, IY register Low
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CBIYH = 0x01 ; +1 ; Context Block, IY register Hi
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CBIXL = 0x02 ; +2 ; Context Block, IX register Low
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CBIXH = 0x03 ; +3 ; Context Block, IX register Hi
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CBE = 0x04 ; +4 ; Context Block, E register
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CBD = 0x05 ; +5 ; Context Block, D register
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CBC = 0x06 ; +6 ; Context Block, C register
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CBB = 0x07 ; +7 ; Context Block, B register
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CBFLAG = 0x08 ; +8 ; Context Block, FLAGs register
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CBA = 0x09 ; +9 ; Context Block, A register
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CBL = 0x0A ; +10 ; Context Block, L register
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CBH = 0x0B ; +11 ; Context Block, H register
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;
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; SENTRY RETURN Codes =ates:
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SNUL = 0x00 ; Sentry return NULl, nothing happened
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SCT0 = 0x01 ; Sentry, Counter-Timer 0 has counted down
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SCT1 = 0x02 ; Sentry, Counter-Timer 1 has counted down
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SCT2 = 0x03 ; Sentry, Counter-Timer 2 has counted down
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SCT3 = 0x04 ; Sentry, Counter-Timer 3 has counted down
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SCT4 = 0x05 ; Sentry, Counter-Timer 4 has counted down
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SCT5 = 0x06 ; Sentry, Counter-Timer 5 has counted down
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SCT6 = 0x07 ; Sentry, Counter-Timer 6 has counted down
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SCT7 = 0x08 ; Sentry, Counter-Timer 7 has counted down
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SF0 = 0x09 ; Sentry, Flag bit 0 has changed
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SF1 = 0x0A ; Sentry, Flag bit 1 has changed
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SF2 = 0x0B ; Sentry, Flag bit 2 has changed
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SF3 = 0x0C ; Sentry, Flag bit 3 has changed
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SF4 = 0x0D ; Sentry, Flag bit 4 has changed
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SF5 = 0x0E ; Sentry, Flag bit 5 has changed
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SF6 = 0x0F ; Sentry, Flag bit 6 has changed
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SF7 = 0x10 ; Sentry, Flag bit 7 has changed
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SSEC = 0x11 ; Sentry, SEConds timer has counted down
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SKYU = 0x12 ; Sentry, KeY is now Up
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SKYD = 0x13 ; Sentry, KeY is now Down
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ST0 = 0x14 ; Sentry, Trigger 0 for player 1 has changed
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SJ0 = 0x15 ; Sentry, Joystick 0 for player 1 has changed
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ST1 = 0x16 ; Sentry, Trigger 1 for player 2 has changed
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SJ1 = 0x17 ; Sentry, Joystick 1 for player 2 has changed
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ST2 = 0x18 ; Sentry, Trigger 2 for player 3 has changed
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SJ2 = 0x19 ; Sentry, Joystick 2 for player 3 has changed
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ST3 = 0x1A ; Sentry, Trigger 3 for player 4 has changed
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SJ3 = 0x1B ; Sentry, Joystick 3 for player 4 has changed
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SP0 = 0x1C ; Sentry, POTentiometer 0 has changed
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SP1 = 0x1D ; Sentry, POTentiometer 1 has changed
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SP2 = 0x1E ; Sentry, POTentiometer 2 has changed
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SP3 = 0x1F ; Sentry, POTentiometer 3 has changed
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;
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;
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; ********************************
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; * Home Video Game PORT =ates *
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; ********************************
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;
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; OUTPUT Ports for VIRTUAL COLOR:
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COL0R = 0x00 ; &(0)= ; write COLor 0 Right
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COL1R = 0x01 ; &(1)= ; write COLor 1 Right
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COL2R = 0x02 ; &(2)= ; write COLor 2 Right
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COL3R = 0x03 ; &(3)= ; write COLor 3 Right
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COL0L = 0x04 ; &(4)= ; write COLor 0 Left
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COL1L = 0x05 ; &(5)= ; write COLor 1 Left
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COL2L = 0x06 ; &(6)= ; write COLor 2 Left
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COL3L = 0x07 ; &(7)= ; write COLor 3 Left
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HORCB = 0x09 ; &(9)= ; write HORizontal Color Boundary
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VERBL = 0x0A ;&(10)= ; write VERtical Blanking Line
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COLBX = 0x0B ;&(11)= ; write COLor BloCK multi-port
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;
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; OUTPUT Ports for MUSIC and SOUNDS:
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TONMO = 0x10 ;&(16)= ; write TONe Master Oscillator
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TONEA = 0x11 ;&(17)= ; write TONe A oscillator
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TONEB = 0x12 ;&(18)= ; write TONe B oscillator
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TONEC = 0x13 ;&(19)= ; write TONe C oscillator
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VIBRA = 0x14 ;&(20)= ; write VIBRAto frequency & range
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VOLC = 0x15 ;&(21)= ; write VOLume of tone C
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VOLAB = 0x16 ;&(22)= ; write VOLumes of tones A & B
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VOLN = 0x17 ;&(23)= ; write VOLume of Noise
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SNDBX = 0x18 ;&(24)= ; write SouND BloCK multi-port
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;
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; INTERRUPT and CONTROL OUTPUT Ports:
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CONCM = 0x08 ; &(8)= ; write 0 for CONsumer, 1 for CoMmercial mode
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MAGIC = 0x0C ;&(12)= ; write MAGIC register
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INFBK = 0x0D ;&(13)= ; write INterrupt FeedBacK
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INMOD = 0x0E ;&(14)= ; write INterrupt MODe
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INLIN = 0x0F ;&(15)= ; write INterrupt LINe
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XPAND = 0x19 ;&(25)= ; eXPANDer pixel definition port
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;
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; INTERRUPT and INTERCEPT INPUT Ports:
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INTST = 0x08 ; =&(8) ; read INTercept STatus
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VERAF = 0x0E ;=&(14) ; read VERtical Address Feedback
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HORAF = 0x0F ;=&(15) ; read HORizontal Address Feedback
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;
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; HAND CONTROL INPUT Ports:
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SW0 = 0x10 ;=&(16) ; read SWitch bank 0 for player 1 hand control
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SW1 = 0x11 ;=&(17) ; read SWitch bank 1 for player 2 hand control
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SW2 = 0x12 ;=&(18) ; read SWitch bank 2 for player 3 hand control
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SW3 = 0x13 ;=&(19) ; read SWitch bank 3 for player 4 hand control
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POT0 = 0x1C ;=&(28) ; read POTentiometer 0 for player 1 knob
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POT1 = 0x1D ;=&(29) ; read POTentiometer 1 for player 2 knob
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POT2 = 0x1E ;=&(30) ; read POTentiometer 2 for player 3 knob
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POT3 = 0x1F ;=&(31) ; read POTentiometer 3 for player 4 knob
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;
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; KEYBOARD INPUT Ports:
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KEY0 = 0x14 ;=&(20) ; KEYboard column 0 (right side)
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KEY1 = 0x15 ;=&(21) ; KEYboard column 1 (center right)
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KEY2 = 0x16 ;=&(22) ; KEYboard column 2 (center left)
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KEY3 = 0x17 ;=&(23) ; KEYboard column 3 (left side)
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;
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;
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; ***************************************
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; * Home Video Game SYSTEM CALL Indexes *
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; ***************************************
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;
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; USER PROGRAM Interface:
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INTPC = 0x00 ; # 0 ; INTerPret with Context create
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XINTC = 0x02 ; # 2 ; eXit INTerpreter with Context
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RCALL = 0x04 ; # 4 ; Real CALL asm language subroutine
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MCALL = 0x06 ; # 6 ; Macro CALL interpreter subroutine
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MRET = 0x08 ; # 8 ; Macro RETurn from interpreter subroutine
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MJUMP = 0x0A ; # 10 ; Macro JUMP to interpreter subroutine
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SUCK = 0x0C ; # 12 ; SUCK inline args into context block
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;
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; SCHEDULER Routines:
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ACTINT = 0x0E ; # 14 ; ACTivate sub timer INTerrupts
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DECCTS = 0x10 ; # 16 ; DECrement CTS under mask
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;
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; MUSIC and SOUNDS:
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BMUSIC = 0x12 ; # 18 ; Begin playing MUSIC
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EMUSIC = 0x14 ; # 20 ; End playing MUSIC
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;
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; SCREEN HANDLER Routines:
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SETOUT = 0x16 ; # 22 ; SET some OUTput ports
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COLSET = 0x18 ; # 24 ; COLors SET
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FILL = 0x1A ; # 26 ; FILL memory with data
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RECTAN = 0x1C ; # 28 ; paint a RECTANgle
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VWRITR = 0x1E ; # 30 ; Vector WRITe Relative
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WRITR = 0x20 ; # 32 ; WRITe Relative
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WRITP = 0x22 ; # 34 ; WRITe with Pattern size lookup
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WRIT = 0x24 ; # 36 ; WRITe with sizes provided
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WRITA = 0x26 ; # 38 ; WRITe Absolute
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VBLANK = 0x28 ; # 40 ; Vector BLANK area
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BLANK = 0x2A ; # 42 ; BLANK area
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SAVE = 0x2C ; # 44 ; SAVE area
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RESTOR = 0x2E ; # 46 ; RESTORe area
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SCROLL = 0x30 ; # 48 ; SCROLL area of screen
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;
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CHRDIS = 0x32 ; # 50 ; CHaRacter DISplay
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STRDIS = 0x34 ; # 52 ; STRing DISplay
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DISNUM = 0x36 ; # 54 ; DISplay NUMber
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;
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RELABS = 0x38 ; # 56 ; RELative to ABSolute conversion
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RELAB1 = 0x3A ; # 58 ; RELative to non-magic ABSolute
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VECTC = 0x3C ; # 60 ; VECTor move single Coordinate
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VECT = 0x3E ; # 62 ; VECTor move coordinate pair
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;
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; HUMAN INTERFACE Routines:
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KCTASC = 0x40 ; # 64 ; Key Code in B To ASCii
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SENTRY = 0x42 ; # 66 ; SENse TRansition Y
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DOIT = 0x44 ; # 68 ; DOIT table, branch to translation handler
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DOITB = 0x46 ; # 70 ; DOIT table, use B instead of A
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PIZBRK = 0x48 ; # 72 ; take a PIZza BReaK
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MENU = 0x4A ; # 74 ; display a MENU
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GETPAR = 0x4C ; # 76 ; GET game PARameter from user
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GETNUM = 0x4E ; # 78 ; GET NUMber from user
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PAWS = 0x50 ; # 80 ; PAUSE
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DISTIM = 0x52 ; # 82 ; DISplay TIMe
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INCSCR = 0x54 ; # 84 ; INCrement SCoRe
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;
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; MATH Routines:
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INDEXN = 0x56 ; # 86 ; INDEX Nibble by C
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STOREN = 0x58 ; # 88 ; STORE Nibble in A by C
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INDEXW = 0x5A ; # 90 ; INDEX Word by A
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INDEXB = 0x5C ; # 92 ; INDEX Byte by A
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MOVE = 0x5E ; # 94 ; MOVE block transfer
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SHIFTU = 0x60 ; # 96 ; SHIFT Up digit in A
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BCDADD = 0x62 ; # 98 ; BCD ADDition
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BCDSUB = 0x64 ;# 100 ; BCD SUBtraction
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BCDMUL = 0x66 ;# 102 ; BCD MULtiplication
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BCDDIV = 0x68 ;# 104 ; BCD DIVision
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BCDCHS = 0x6A ;# 106 ; BCD CHange Sign
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BCDNEG = 0x6C ;# 108 ; BCD NEGate to decimal
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DADD = 0x6E ;# 110 ; Decimal ADDition
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DSMG = 0x70 ;# 112 ; Decimal convert to Sign MaGnitude
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DABS = 0x72 ;# 114 ; Decimal ABSolute value
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NEGT = 0x74 ;# 116 ; decimal NEGaTe
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RANGED = 0x76 ;# 118 ; RANGED random number
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QUIT = 0x78 ;# 120 ; QUIT cassette execution
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SETB = 0x7A ;# 122 ; SET Byte
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SETW = 0x7C ;# 124 ; SET Word
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MSKTD = 0x7E ;# 127 ; MaSK joystick in B To Deltas
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;
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;
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; ***************************
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; * SYSTEM RAM MEMORY Cells *
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; ***************************
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WASTE = 0x0FFF
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WASTER = WASTE
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;
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SYSRAM = 0x4FCE ; Resides at the highest possible address
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BEGRAM = SYSRAM ; typically used for initial Stack Pointer
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; Used by MUSIC PROCESSOR:
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MUZPC = 0x4FCE ; MUSic Program Counter
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MUZSP = 0x4FD0 ; MUSic Stack Pointer
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PVOLAB = 0x4FD2 ; Preset VOLume for tones A and B
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PVOLMC = 0x4FD3 ; Preset VOLuMe for tone C and Noise Mode
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VOICES = 0x4FD4 ; music VOICES mask
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; COUNTER TIMERS (used by DECCTS,ACTINT,CTIMER):
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CT0 = 0x4FD5 ; Counter Timer 0
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CT1 = 0x4FD6 ; Counter Timer 1
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CT2 = 0x4FD7 ; Counter Timer 2
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CT3 = 0x4FD8 ; Counter Timer 3
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CT4 = 0x4FD9 ; Counter Timer 4
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CT5 = 0x4FDA ; Counter Timer 5
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CT6 = 0x4FDB ; Counter Timer 6
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CT7 = 0x4FDC ; Counter Timer 7
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;Used by SENTRY to track controls:
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CNT = 0x4FDD ; Counter update & Number Tracking
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SEMI4S = 0x4FDE ; SEMAPHORE flag bitS
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OPOT0 = 0x4FDF ; Old POT 0 tracking byte
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OPOT1 = 0x4FE0 ; Old POT 1 tracking byte
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OPOT2 = 0x4FE1 ; Old POT 2 tracking byte
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OPOT3 = 0x4FE2 ; Old POT 3 tracking byte
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KEYSEX = 0x4FE3 ; KEYS-EX tracking byte
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OSW0 = 0x4FE4 ; Old SWitch 0 tracking byte
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OSW1 = 0x4FE5 ; Old SWitch 1 tracking byte
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OSW2 = 0x4FE6 ; Old SWitch 2 tracking byte
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OSW3 = 0x4FE7 ; Old SWitch 3 tracking byte
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COLLST = 0x4FE8 ; COLset LaST address for P.B. A
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; Used by STIMER:
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DURAT = 0x4FEA ; note DURATion
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TMR60 = 0x4FEB ; TiMeR for SIXTYths of sec
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TIMOUT = 0x4FEC ; TIMer for blackOUT
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GTSECS = 0x4FED ; Game Time SECondS
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GTMINS = 0x4FEE ; Game Time MINuteS
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; Used by MENU:
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RANSHT = 0x4FEF ; RANdom number SHifT register
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NUMPLY = 0x4FF3 ; NUMber of PLaYers
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ENDSCR = 0x4FF4 ; END SCoRe to 'play to'
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MRLOCK = 0x4FF7 ; Magic Register LOCK out flag
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GAMSTB = 0x4FF8 ; GAMe STatus Byte
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PRIOR = 0x4FF9 ; PRIOR music protect flag
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SENFLG = 0x4FFA ; SENtry control seizure FLaG
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; User UPI Routines, even numbers from 0x80 to 0xFE ( + 1 for SUCK):
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UMARGT = 0x4FFB ; User Mask ARGument Table + (routine / 2)
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USERTB = 0x4FFD ; USER Table Base + routine = JumP address
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;
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URINAL = 0x4FFF ; WASTER flushes here!
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;
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;
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;
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; MACROs to generate SYSTEM CALLs:
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.macro SYSTEM NUMBA
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rst 0x38
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.db NUMBA
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; .if NUMBA = INTPC
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;INTPCC = 1
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; .endif
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.endm
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; MACRO to generate SYSTEM CALL with SUCK option ON:
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.macro SYSSUK UMBA
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rst 0x38
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.db UMBA + 1
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; .if UMBA = INTPC
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;INTPCC = 1
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; .endif
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|
.endm
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; MACROs to generate MACRO INTERPRETER CALLs:
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; INTERPRET without INLINE SUCK:
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.macro DONT CID
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.db CID
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|
.endm
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|
; INTERPRET with INLINE SUCK option ON:
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|
.macro DO CID
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|
.db CID + 1
|
|
.endm
|