apple2_castle_wolfenstein_m.../init.aw

540 lines
13 KiB
PHP

// AppleWin Debugger Script
// by Michaelangel007
// for Castle Wolfenstein
// Hide all zero page variables
SYMMAIN OFF
SYMBASIC OFF
SYMASM CLEAR // data
SYMUSER CLEAR // symbols
// 6502 Stack
SYM FuncRet = 103 // Get return low address from hardware stack
// ROM Vectors
DA vRESET 3F2
DB xRESET 3F4 // [ $3F3 ] ^ #$A5
DA xIRQ 3FE
// IO usage
SYM IO.KEYBOARD = C000
SYM IO.KEYSTROBE = C010
// Video modes
SYM IO.GRAPHICS = C050 // TXTCLR
SYM IO.TEXT = C051 // TXTSET
SYM IO.FULL = C052 // MIXCLR
SYM IO.MIXED = C053 // MIXSET
SYM IO.PAGE1 = C054 // LOWSCR
SYM IO.PAGE2 = C055 // HISCR
SYM IO.LORES = C056 // LORES
SYM IO.HIRES = C057 // HIRES
// Joystick
SYM IO.STROBE = C040 // Game I/O Strobe Output
SYM IO.BUTTON1 = C061 // Open Apple
SYM IO.BUTTON2 = C062 // Closed Apple
SYM IO.BUTTON3 = C063
SYM IO.JOY1X = C064
SYM IO.JOY1Y = C065
SYM IO.JOY2X = C066
SYM IO.JOY2Y = C067
SYM IO.JOYREAD = C070 // LDA then read JOY1X..JOY2Y
// ROM usage
SYM BASIC.COLD = E000
SYM ROM.BACK = FD6F // Unnamed ROM Entry point, BCKSPC-2
SYM ROM.COUT = FDED
SYM ROM.COUT2 = FDF0
SYM ROM.CR = FD8E
SYM ROM.HOME = FC58
SYM ROM.KEYIN = FD1B
SYM ROM.PREAD = FB1E
SYM ROM.RDKEY2 = FD0C
SYM ROM.TEXT = FB39
SYM ROM.VTAB = FC22
SYM ROM.WAIT = FCA8
echo "=== Castle Wolfenstein ==="
// Disk "Castle Wolfenstein (4am crack).dsk"
// BLOAD "@INIT"
// Start $0880 // AA72:80 08
// Length $12BE // AA60:BE 12
// End $1B3D
// Prefix for names
// z Zero Page variables
// g Global variables (not on page zero)
// _ Function (not named yet)
// B Bytes (not named yet)
// T Text string
// Vars Zero-Page
DB zRTSLo 10
DB zRTSHi 11
DB ROM.zWinL 20 // Left $00
DB ROM.zWinW 21 // Width $28 = 40
DB ROM.zWinT 22 // Top $00
DB ROM.zWinB 23 // Bottom $18 = 24
DB ROM.zHTAB 24 // CH Cursor X
DB ROM.zVTAB 25 // CV Cursor Y
DA ROM.Input 36 // CSWL
DA ROM.Output 38 // KSWL
// ROM.z
DW zRND 4A // @1615; Also search for LDA $C000
DB GlyphOldX 60
DB GlyphX 61
DB GlyphY 62
DA GlyphDst 63 // 16-bit pointer
DW pRoom 6B // @16B1 $40F0
DB z_76 76 // @08F2= 76:7F
DB z_D9 D9 // @08EC= D9:FF
// NOTE: CW uses interleaved CODE + DATA
// Const Data - Strings
ASC 88E:897 // "NOMON C,O",00
ASC 8A1:8A6 // "MON I",00
ASC 8F7:907 // "BLOAD PIX,A$2000",00
ASC 914:91F // "BLOAD ^CHARSET,A$8400"
ASC 920:929
ASC 935:93F // "PRESS RETURN TO BEGIN.",00
ASC 940:94B
ASC 989:98F
ASC 990:99F
ASC 9A0:9AF
ASC 9B0:9BF
ASC 9C0:9CF
ASC 9D0:9DF
ASC 9E0:9EF
ASC 9F0:9FA
ASC A08:A17
ASC A18:A27
ASC A28:A37
ASC A38:A47
ASC A48:A49
ASC ABE:AC8
ASC AD2:ADF // "BLOAD SEKTOR,A$4004",00
ASC AE0:AE5
ASC B0A:B0F // "BSAVE CASTLE,A$4004,L$3DFC",00
ASC B10:B1F
ASC B20:B24
ASC B34:B3F // "BSAVE BACKUP,A$4004,L$3DFC",00
ASC B40:B4E
ASC B5E:B69
ASC B70:B75
ASC B7C:B86
ASC B99:BA3
ASC BAD:BAF // "BLOAD BACKUP,A$4004",00
ASC BB0:BBF
ASC BC0:BC0
ASC BD3:BE2
ASC BE3:BED
ASC C0B:C1A
ASC C1B:C2A
ASC C36:C45
ASC C46:C4C
ASC C6C:C76
ASC CA1:CA4 // " ",00 ; SPC(3)
ASC CE1:CF0
ASC CF1:D00
ASC D01:D10
ASC D11:D20
ASC D21:D30
ASC D31:D40
ASC D41:D50
ASC D51:D60
ASC D61:D70
ASC D71:D80
ASC D81:D90
ASC D91:DA0
ASC DA1:DB0
ASC DB1:DC0
ASC DC1:DC7
ASC E36:E40
ASC E7A:E80 // "CASTLE",00 // XREF @ $0955
DW E81:E88
ASC E89:E90 // $10 PRIVATE
ASC E91:E99 // $20 CORPORAL
ASC E9A:EA2 // $30 SERGEANT
ASC EA3:EAD // $40 LIEUTENANT
ASC EAE:EB5 // $50 CAPTAIN
ASC EB6:EBD // $60 COLONEL
ASC EBE:EC5 // $70 GENERAL
ASC EC6:ED3 // $80 FIELD MARSHAL
ASC EF9:F08
ASC F09:F10
ASC F1A:F1F
ASC F20:F2F
ASC F30:F35
ASC F41:F4F
ASC F50:F5F
ASC F60:F6F
ASC F70:F77
ASC F83:F8F
ASC F90:F9F
ASC FA9:FAF // " HAND.",8D
ASC FB0:FBF // 8D,8D,8D,"PRESS THE SPA"
ASC FC0:FCF // "CE BAR TO KEEP",8D,8D
ASC FD0:FDF // "THE CONTROLS AS "
ASC FE0:FE9 // "THEY ARE.",00
ASC 1015:101F
ASC 1020:102F
ASC 1030:103F
ASC 1040:104E
ASC 1068:106F
ASC 1070:107C
ASC 109B:109F
ASC 10A0:10AF
ASC 10B0:10BF
ASC 10C0:10CF
ASC 10D0:10D4
ASC 10F2:10FF // "MOVE YOUR JOYSTICK",8D,8D
ASC 1100:110F // "TO THE UPPPER LEFT,",8D,8D
ASC 1110:111F // "HOLD IT THERE AND",8D,8D"
ASC 1120:112F // "PRESS THE SAPCE BAR.",00
ASC 1130:113F //
ASC 1140:1141 //
//ASC 1178:11C8
ASC 1178:117F // "MOVE YOUR JOYSTICK",8D,8D
ASC 1180:118F // "TO THE UPPER RIGHT,",8D,8D
ASC 1190:119F // "HOLD IT THERE AND",8D,8D
ASC 11A0:11AF // "PRESS THE SPACE BAR.",00
ASC 11B0:11BF
ASC 11C0:11C8
ASC 1201:120F // "TURN YOUR JOYSTICK 90 DEGREES (ONE",8D,8D
ASC 1210:121F // "QUARTER TURN), PRESS THE SPACE BAR",8D,8D
ASC 1220:122F // "AND TRY AGAIN.",00
ASC 1230:123F //
ASC 1240:124F //
ASC 1250:1257 //
ASC 127C:127F // "ADJUSTMENT DONE!",00
ASC 1280:128C
ASC 129A:129F // "RIGHT",00
ASC 12A4:12A8 // "LEFT",00
ASC 1803:180F // "WRITING DISK FILE - DO NOT RESET",00
ASC 1810:181F
ASC 1820:1823
ASC 1832:183F // ASC " ",00
ASC 1840:184F // SPC(31)
ASC 1850:1851
// Data
DB gWolf0 348 // "W" XREF @ $08AA,08CB
DB gWolf1 349 // "O" XREF @ $08B1,08D0
DB gWolf2 34A // "L" XREF @ $08B8,08D5
DB gWolf3 34B // "F" XREF @ $08C2,08D8
// DB B_034C 34C // Not used???
DB 34D // XREF @ 08DF: STA '0' #$30
DB 34E // XREF @ 08E2: STA '0' #$C0
DB 34F // XREF @ 08E7: STA '`' #$60
DB 350 // XREF @ 1879
DB 353 // XREF @ 187E
DW 930 // 0F 11 -> Cursor Y, X
DA 958 // pointer to $0E7A: "CASTLE"
DW 984
DW A03
// 76543210
// 11000000 $C0 Reversed
DB gControsl A9E
DW C06
DW C31
DW C64
DW CDC // VHTAB
DB gRank E5D // $10 = Private
DW EF4 // VHTAB 05 00
DW 1010 // VHTAB 04 00
DW 1096 // VHTAB
DW 1173 // VHTAB
DW 11FC // VHTAB
DW 1277 // VHTAB
DW 17FA // VTHAB
DW 182D // VTHAB
DW 1855 // VTHAB
DW COLORS 13EC:13FB // HGR Even and Odd Bytes for Colors
// 13EC: [0=000] 00 00 Black
// 13EE: [1=001] 55 2A Magenta
// 13F0: [2=010] 2A 55 Green
// 13F2: [3=011] 3F 3F White
// 13F4: [4=100] 80 00 Black
// 13F6: [5=101] D5 2A
// 13F8: [6=110] AA 55
// 13FA: [7=111] 7F 3F
DB 185B // ???
DB 1F00:1FA0 // XREF @A95
DB 1F09 // ??? @E66 STA
DB 1F0A // ??? @E6E STA
SYM DOS.RESET = 9DBF // Pronto-DOS
// --- Start $0880 ---
SYM INIT.MAIN = 880
SYM GAME.INIT = 8C9 // Sets 348: "WOLF" 38D", 34D:00,00,00, D9:FF, 76:7F
SYM GAME.CONT = 94F
SYM SelectKEYS = A73
SYM SelectJOY = A89
SYM SelectPAD = A7E
SYM WAIT.RET = C4D // Wait for RETURN to be pressed
DB CBD // @CB7 STA #$3C, @CC6 DEC
SYM NewGame = 0CCC
SYM SelectNewMap = DDF // Ctrl-C
SYM SelectPrivate = DDA // Ctrl-R
SYM PrintRank = 0E29 // @ gRank*16 = E5D, aRanks = E89
SYM _RankChar = E50
SYM _RankFindEOL = E47
SYM _RankExit = E79
SYN aRanks = E89 // Array of C Strings
SYM RET.STACK = 12BC // Adjust PC to skip inline data
SYM GET.PC = 12AA // Caller -> $10,$11
SYM CALLDOS = 12CF
DB DosLen 12E0 // Self-Modifying Code
SYM Next.DOS = 12DC
SYM Print = 12EB // Print to Text Screen
SYM _PrintNext = 12F3
DB _PrintLen 12F7 // Self-Modifying Code
SYM PutStrRet = 1302 // XREF @ none
SYM _PutStrRet = 130E // Looks to be unused???
DB _PutStrLen 1312
SYM _PutStrRet2 = 1318
SYM PutStr = 131E // Print string to HGR SCreen
SYM _PutNext = 1326
DB _PutLen 132A
SYM SET.HGR = 1335
SYM SET.TEXT = 133F
SYM SET.VHTAB = 1349
SYM CursorYX = 1353 // inline data -> Cursor Y, X
SYM DATA.AY = 135F // Get inline data -> A,Y; X = stack
SYM _RetAdd1 = 1377 // Return address++
SYM _RetPage = 137F // Same Page
SYM PrintSpaces = 1380 // XREF @ none -- Looks to be unused???
DB _SpcRows 139E // Usage: JSR PrintSpaces
DB _SpcCols 138A // DB Rows, Cols
SYM GetColors = 13FE // X=color, out: 13FC, 13FD
DB ColorEven 13FC
DB ColorOdd 13FD
SYM PutChar = 1435 // Print glyph to HGR screen
Sym _PutChar = 1476
SYm _ExitChar = 1495
DB GlyphSaveY 1496
DB GlyphSaveX 1498
SYM LineWrap = 149A // X Cursor > 40 chars? Yes
SYM RoomSel01 = 1591 // Select room 1, zRTSLo == Room Number
SYM random = 1615 // ??? XREF @15BD
SYM WallNextPtr = 169C // XREF @169C
SYM RoomNext = 16A6 // NextRoom. Return if (pRoom>>8) == $81
SYM UsePad = 1A4D // XREF @0A7E
SYM UseKey = 1A9E // XREF @0A73 SelectKeys
SYM UseJoy = 19E1 // XREF @0A89
// Unknown functions
SYM __0977__ = 0977 // ???
SYM __0C2E__ = 0C2E // ???
SYM __0C61__ = 0C61 // ???
SYM __0CB2__ = 0CB2 // ???
SYM __0CBC__ = 0CBC // ???
SYM __0CC1__ = 0CC1 // ???
SYM __0DEB__ = 0DEB // ???
SYM __0E5C__ = 0E5C // ???
SYM __0EF1__ = 0EF1 // ???
SYM __100D__ = 100D // ???
SYM __10EF__ = 10EF // ???
SYM __1269__ = 1269 // ???
SYM __1293__ = 1293 // ??? Print which hand
SYM __13A2__ = 13A2 // ???
SYM __13AA__ = 13AA // ???
SYM __13CB__ = 13CB // ???
SYM __141D__ = 141D // ???
SYM __1421__ = 1421 // ???
SYM __1429__ = 1429 // ???
SYM __142D__ = 142D // ???
SYM __14C8__ = 14C8 // ???
SYM __14DB__ = 14DB // ???
SYM __14F0__ = 14F0 // ??? Calls ROM $FD6F
SYM __15A8__ = 15A8 // ???
SYM __15AE__ = 15AE // ???
SYM __15B3__ = 15B3 // ??? XREF @15D9
SYM __15BD__ = 15BD // ??? XREF @15BA,15CB,15CF
SYM __15DC__ = 15DC // ???
SYM __15F3__ = 15F3 // ???
SYM __1626__ = 1626 // ???
SYM __16B1__ = 16B1 // ???
SYM __16BE__ = 16BE // ???
SYM __16C4__ = 16C4 // ???
SYM __16F5__ = 16F5 // ???
SYM __16F9__ = 16F9 // ??? XREF @1749
SYM __174C__ = 174C // ???
SYM __1769__ = 1769 // ??? XREF @177A,1786
SYM __17C2__ = 17C2 // ???
SYM __17F7__ = 17F7 // ???
SYM __182A__ = 182A // ???
SYM __185D__ = 185D // ??? XREF @ none
SYM __1864__ = 1864 // ???
SYM __18A0__ = 18A0 // ??? XREF @ $0955, inline 2 bytes
SYM __196F__ = 196F // ???
SYM __1976__ = 1976 // ???
SYM __19AD__ = 19AD // ???
// --- End 1B3D ---
// SEKTOR
// 4004 + 3DFC = 4004:7DFF
// Map Template for all castle room layout
// 4004..40FF // General Map Config
// Also $4004..40FF current room
DB 4040 // ??? @178B
DB 4041 // ??? @179D STZ
DB 4042 // ??? @17A0 STZ
DB 4047 // ??? @1798 ST #0A
DB 4048 // ??? @17A9 STZ
DB 4049 // ??? @17A3 STZ
DB 404A // ??? @17A6 STZ
DB 404B // ??? @1793 STA random + #80
DB 404C // ??? @17AC STZ
DB 4051 // ??? @17AF STZ
DB 4052 // ??? @17B2 STZ
DB 406A // ??? @0DEB
DB 406B // ??? @0DF1
DB 406C // ??? @0E10
DB 406D // ??? @0DFE dec
DB 406F // ??? @0965
DB Room01 4100:4100+FF
DB Room02 4200:4200+FF
DB Room03 4300:4300+FF
DB Room04 4400:4400+FF
DB Room05 4500:4500+FF
DB Room06 4600:4600+FF
DB Room07 4700:4700+FF
DB Room08 4800:4800+FF
DB Room09 4900:4900+FF
DB Room10 4A00:4A00+FF
DB Room11 4B00:4B00+FF
DB Room12 4C00:4C00+FF
DB Room13 4D00:4D00+FF
DB Room14 4E00:4E00+FF
DB Room15 4F00:4F00+FF
DB Room16 5000:5000+FF
DB Room17 5100:5100+FF
DB Room18 5200:5200+FF
DB Room19 5300:5300+FF
DB Room20 5400:5400+FF
DB Room21 5500:5500+FF
DB Room22 5600:5600+FF
DB Room23 5700:5700+FF
DB Room24 5800:5800+FF
DB Room25 5900:5900+FF
DB Room26 5A00:5A00+FF
DB Room27 5B00:5B00+FF
DB Room28 5C00:5C00+FF
DB Room29 5D00:5D00+FF
DB Room30 5E00:5E00+FF
DB Room31 5F00:5F00+FF
DB Room32 6000:5000+FF
DB Room33 6100:5100+FF
DB Room34 6200:5200+FF
DB Room35 6300:5300+FF
DB Room36 6400:5400+FF
DB Room37 6500:5500+FF
DB Room38 6600:5600+FF
DB Room39 6700:5700+FF
DB Room40 6800:5800+FF
DB Room41 6900:5900+FF
DB Room42 6A00:5A00+FF
DB Room43 6B00:5B00+FF
DB Room44 6C00:5C00+FF
DB Room45 6D00:5D00+FF
DB Room46 6E00:5E00+FF
DB Room47 6F00:5F00+FF
DB Room48 7000:5000+FF
DB Room49 7100:5100+FF
DB Room50 7200:5200+FF
DB Room51 7300:5300+FF
DB Room52 7400:5400+FF
DB Room53 7500:5500+FF
DB Room54 7600:5600+FF
DB Room55 7700:5700+FF
DB Room56 7800:5800+FF
DB Room57 7900:5900+FF
DB Room58 7A00:5A00+FF
DB Room59 7B00:5B00+FF
DB Room60 7C00:5C00+FF
DB Room61 7D00:5D00+FF
// DB Room01W 4049 // Left
// DB Room01E 404A // Right
// DB Room01N 404B // Forward
// DB Room01S 404C // Backward
// DB Room01U 404D // Stairs
// DB 4080:40FF
// DB 4100:417F
//
DB FONT 8400:87FF