
JS_BUTTON_STATE	=	$03
JOYSTICK_ENABLED=	$04
SOUND_STATUS	=	$05
	SOUND_DISABLED  = $80
	SOUND_IN_LC     = $01		; sound in language card
	SOUND_MOCKINGBOARD = $02	; mockingboard detected
	SOUND_SSI263    = $04		; SSI-263 speech chip detected
MOCKINGBOARD_SLOT	= $06
DISP_PAGE	= $07		; only in videlectrix intro?
DRAW_PAGE	= $08
NIBCOUNT	= $09
CURRENT_DRIVE	= $0A
DRIVE1_DISK	= $0B
DRIVE2_DISK	= $0C
DRIVE1_TRACK	= $0D
DRIVE2_TRACK	= $0E

TEMP0   = $10
TEMP1   = $11
TEMP2   = $12
TEMP3   = $13
TEMP4   = $14
TEMP5   = $15

; zx02 code
offset	= $10
offseth	= $11
ZX0_src	= $12
ZX0_dst	= $14
ZX0_srch= $15
bitr	= $16
pntr	= $17
pntrh	= $18
; electric duet
FREQ1          =       $10
FREQ2          =       $11
DURATION       =       $12
INSTRUMENT1    =       $13
INSTRUMENT2    =       $14
MADDRL         =       $15
MADDRH         =       $16
LOC4E          =       $4E
COUNT256       =       $4F


HGR_BITS	= $1C

CH		= $24
CV		= $25
GBASL		= $26
GBASH		= $27
BASL		= $28
BASH		= $29
MASK		= $2E
MASK_COUNTDOWN	= $2F
PEASANT_PRIORITY	= $30

SEEDL = $4E
SEEDH = $4F


INVENTORY_MASK	= $60
INVENTORY_Y	= $61

CURSOR_X	= $63
CURSOR_Y	= $64
FRAME		= $65
ALTFIRE		= $66
ALTL		= $67
ALTH		= $68
SAVED_X		= $69
PEASANT_XADD	= $6A
PEASANT_YADD	= $6B
LEVEL_OVER	= $6C
	NEW_LOCATION	= $FF
	NEW_FROM_DISK	= $01
	NEW_FROM_LOAD	= $02		; loaded from load/save menu
KERREK_SPEED	= $6D
KERREK_DIRECTION= $6E	; 0 = left, 1=right
	KERREK_LEFT = 0
	KERREK_RIGHT = 1


SPEECH_PTRL    = $70
SPEECH_PTRH    = $71

; pt3 player registers
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
PT3_MIXER_VAL   = $77
A_VOLUME        = $78
B_VOLUME        = $79
C_VOLUME        = $7A
ENVELOPE_FINE   = $7B
ENVELOPE_COARSE = $7C
ENVELOPE_SHAPE  = $7D
PATTERN_L       = $7E
PATTERN_H       = $7F


; rest of pt3_player
PT3_TEMP        = $80
ORNAMENT_L      = $81
ORNAMENT_H      = $82
SAMPLE_L        = $83
SAMPLE_H        = $84
LOOP            = $85
MB_VALUE        = $86
MB_ADDR_L       = $87
MB_ADDR_H       = $88
DONE_PLAYING    = $89
DONE_SONG       = $8A
APPLEII_MODEL	= $8B

ESC_PRESSED	= $8C
PREVIOUS_LOCATION= $8D



;=======================
; savegame state
;=======================

WHICH_LOAD	= $90
PEASANT_X	= $91
PEASANT_Y	= $92
PEASANT_DIR	= $93
	PEASANT_DIR_UP		= 0
	PEASANT_DIR_RIGHT	= 1
	PEASANT_DIR_LEFT	= 2
	PEASANT_DIR_DOWN	= 3

GAME_STATE_3	= $94
;	SWORD_THROWN	= $01

MAP_LOCATION	= $96

GAME_STATE_0	= $97
	BABY_IN_WELL=$01
	BUCKET_DOWN_WELL=$02
	TALKED_TO_MENDELEV=$04
	HALDO_TO_DONGOLEV=$08
	ARROW_BEATEN=$10
	GARY_SCARED=$20
	LADY_GONE=$40
	TRINKET_GIVEN=$80
GAME_STATE_1 = $98
	FISH_FED=$01		; also implies man gone and inn open
	PUDDLE_WET=$02
	IN_HAY_BALE=$04
	ALREADY_GOT_ROOM=$08
	RAINING=$10
	NIGHT=$20
	POT_ON_HEAD=$40
	WEARING_ROBE=$80
GAME_STATE_2 = $99
	ON_FIRE	= $01
	COTTAGE_ROCK_MOVED=$02
	KNUCKLES_BLEED=$04
	DRESSER_OPEN=$08
	TALKED_TO_KNIGHT = $10
	COVERED_IN_MUD = $20
	GOT_MUDDY_ALREADY = $40
	GREASE_ON_HEAD =$80

NED_STATUS	= $9A
	; 0 = hiding (no increment)
	; 1..127 = count up to appearing
	; 126,255 = hands on tree
	; 127,254 = half out
	; 128 = out (no increment)

BUSH_STATUS	= $9B	; status of bush search
	BUSH_1_SEARCHED = $01
	BUSH_2_SEARCHED = $02
	BUSH_3_SEARCHED = $04
	BUSH_4_SEARCHED = $08

KERREK_STATE	= $9C
	KERREK_ALIVE	= $00
	KERREK_DEAD	= $01
	KERREK_DECOMPOSING = $02
	KERREK_SKELETON	= $03
	KERREK_ROW1	= $40
	KERREK_ONSCREEN = $80

ARROW_SCORE	= $9D	; bottom=score, top=random num needed 3-5?
	ARROW_DONE  = $80

SCORE_HUNDREDS	= $9E
SCORE_TENSONES	= $9F	

INVENTORY_1	= $A0
	INV1_ARROW		= $01
	INV1_BABY		= $02
	INV1_KERREK_BELT	= $04
	INV1_CHICKEN_FEED	= $08
	INV1_BOW		= $10
	INV1_MONSTER_MASK	= $20
	INV1_PEBBLES		= $40
	INV1_PILLS		= $80

INVENTORY_2	= $A1
	INV2_RICHES		= $01
	INV2_ROBE		= $02
	INV2_SODA		= $04
	INV2_MEATBALL_SUB	= $08
	INV2_TRINKET		= $10
	INV2_TROGHELM		= $20
	INV2_TROGSHIELD		= $40
	INV2_TROGSWORD		= $80

INVENTORY_3	= $A2
	INV3_IMPOSSIBLE		= $01
	INV3_SHIRT		= $02
	INV3_MAP		= $04

INVENTORY_1_GONE	= $A3	; had item, but now it's gone
INVENTORY_2_GONE	= $A4
INVENTORY_3_GONE	= $A5
KERREK_X		= $A6	; should be in save area, as we use
KERREK_Y		= $A7	; for skeleton location

VISITED_0		= $A8	; for MAP drawing purposes	
VISITED_1		= $A9
VISITED_2		= $AA
VISITED_3		= $AB

END_OF_SAVE		= $AC

;=============================================

CURRENT_VERB	= $B0		; parser
CURRENT_NOUN	= $B1
WORD_MATCH	= $B2

INPUT_X		= $C0
BOX_X1L		= $C1
BOX_X1H		= $C2
BOX_Y1		= $C3
BOX_X2L		= $C4
BOX_X2H		= $C5
BOX_Y2		= $C6
SAVED_Y1	= $C7
SAVED_Y2	= $C8

; temp for animations, etc
BABY_COUNT	= $C9
PREV_X		= $CA
PREV_Y		= $CB

; D0-D? used by HGR?

WHICH_SLOT	= $DA
CURRENT_DISK	= $DC
HGR_COLOR	= $E4
HGR_PAGE	= $E6

P0		= $F1
P1		= $F2
P2		= $F3
P3		= $F4
P4		= $F5
P5		= $F6


INL		= $FC
INH		= $FD
OUTL		= $FE
OUTH		= $FF

; constants

LOAD_VID_LOGO   = 0
LOAD_TITLE      = 1
LOAD_INTRO      = 2
LOAD_COPY_CHECK = 3
LOAD_PEASANT1   = 4
LOAD_PEASANT2   = 5
LOAD_PEASANT3   = 6
LOAD_PEASANT4   = 7
LOAD_TROGDOR	= 8
LOAD_ENDING	= 9
LOAD_MUSIC	= 10
LOAD_CLIFF	= 11
LOAD_GAME_OVER	= 12
LOAD_INVENTORY	= 13
LOAD_PARSE_INPUT= 14
LOAD_INN	= 15
LOAD_INSIDE	= 16
LOAD_ARCHERY	= 17
LOAD_MAP	= 18

LOAD_SAVE1	= 19
LOAD_SAVE2	= 20
LOAD_SAVE3	= 21


VGI_RCOLOR      = P0
VGI_RX1         = P1
VGI_RY1         = P2
VGI_RXRUN       = P3
VGI_RYRUN       = P4
VGI_RCOLOR2     = P5    ; only for dither
COUNT		= TEMP5


; LOCATIONS
LOCATION_POOR_GARY	=	0
LOCATION_KERREK_1	=	1
LOCATION_OLD_WELL	=	2
LOCATION_YELLOW_TREE	=	3
LOCATION_WATERFALL	=	4
LOCATION_HAY_BALE	=	5
LOCATION_MUD_PUDDLE	=	6
LOCATION_ARCHERY	=	7
LOCATION_RIVER_STONE	=	8
LOCATION_MOUNTAIN_PASS	=	9
LOCATION_JHONKA_CAVE	=	10
LOCATION_YOUR_COTTAGE	=	11
LOCATION_LAKE_WEST	=	12
LOCATION_LAKE_EAST	=	13
LOCATION_OUTSIDE_INN	=	14
LOCATION_OUTSIDE_NN	=	15
LOCATION_WAVY_TREE	=	16
LOCATION_KERREK_2	=	17
LOCATION_OUTSIDE_LADY	=	18
LOCATION_BURN_TREES	=	19
LOCATION_CLIFF_BASE	=	20
LOCATION_CLIFF_HEIGHTS	=	21
LOCATION_TROGDOR_OUTER	=	22
LOCATION_TROGDOR_LAIR	=	23
LOCATION_HIDDEN_GLEN	=	24
LOCATION_INSIDE_LADY	=	25
LOCATION_INSIDE_NN	=	26
LOCATION_INSIDE_INN	=	27
LOCATION_ARCHERY_GAME	=	28
LOCATION_MAP		=	29

LOCATION_EMPTY		=	30
