dos33fsprogs/games/monkey/zp.inc

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;; Zero Page
;; LZSA addresses
NIBCOUNT = $00
;; Zero page monitor routines addresses
WNDLFT = $20
WNDWDTH = $21
WNDTOP = $22
WNDBTM = $23
CH = $24
CV = $25
GBASL = $26
GBASH = $27
BASL = $28
BASH = $29
H2 = $2C
X_LEFT = $2C
V2 = $2D
MASK = $2E
COLOR_MASK = $2F
COLOR = $30
SEEDL = $4e
SEEDH = $4f
XMAX = $50
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; MIST zero page addresses
FRAMEL = $60
FRAMEH = $61
CURSOR_X = $62
CURSOR_Y = $63
XPOS = $64
YPOS = $65
LOCATION_STRUCT_L = $66
LOCATION_STRUCT_H = $67
IN_SPECIAL = $68
CURSOR_VISIBLE = $69
IN_LEFT = $6A
IN_RIGHT = $6B
BTC_L = $6C
BTC_H = $6D
; pt3 player registers
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REGISTER_DUMP = $70
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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
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COPY_OFFSET = $7E
DECODER_STATE = $7F
PATTERN_L = $7E
PATTERN_H = $7F
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; note 70-7f also used by disk code
; note: rest are up at $f0
; We have to save/restore the following values
; when loading/storing from disk
WHICH_LOAD = $80 ; which file to load
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LOCATION = $81 ; location on the map
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GUYBRUSH_X = $82 ; location of protagonist
GUYBRUSH_Y = $83
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CURRENT_VERB = $84 ; current verb
VALID_NOUN = $85 ; current noun
NOUN_L = $86 ; pointer to current noun string
NOUN_H = $87
NOUN_VECTOR_L = $88 ; pointer to callback for clicking noun
NOUN_VECTOR_H = $89
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DESTINATION_X = $8A ; where to walk
DESTINATION_Y = $8B
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; credits stuff
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CLOUD_X = $8C
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CREDITS_OFFSET = $8D
CREDITS_LOGO_ON = $8E
CREDITS_SPLIT_SCREEN = $8F
CREDITS_DISPLAY_TEXT = $90
CREDITS_TEXTL = $91
CREDITS_TEXTH = $92
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GUYBRUSH_DIRECTION = $93
DIR_DOWN = 0 ; there's a reason for this
DIR_LEFT = 2
DIR_UP = 4
DIR_RIGHT= 6
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BAR_DOOR_OPEN = $94
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DISPLAY_MESSAGE = $95
MESSAGE_L = $96
MESSAGE_H = $97
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GUYBRUSH_SIZE = $98
GUYBRUSH_BIG = 0
GUYBRUSH_MEDIUM = 1
GUYBRUSH_SMALL = 2
GUYBRUSH_TINY = 3
GUYBRUSH_FEET = $99
ITEMS_PICKED_UP = $9A
IPU_ITEM_MEAT = $01
IPU_ITEM_PULLEY_CHICKEN = $02
INV_ITEM_MEAT = $1
INV_ITEM_PULLEY_CHICKEN = $2
INVENTORY = $9B
INVENTORY2 = $9C
INVENTORY3 = $9D
INVENTORY4 = $9E
INVENTORY5 = $9F
INVENTORY_NEXT_SLOT = $A0
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FIRST_TIME = $A1
FIRST_TIME_LEAVE_LOOKOUT= $1
FIRST_TIME_LEAVE_BAR = $2
COUNT = $A2
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; done game puzzle state
WHICH_SLOT = $DA
JS_BUTTON_STATE = $DB
CURRENT_DISK = $DC
JOYSTICK_ENABLED= $DD
SOUND_STATUS = $DE
SOUND_DISABLED = $80
SOUND_IN_LC = $01 ; $01 sound effects in language card
SOUND_MOCKINGBOARD = $02 ; mockingboard detected
GRID_PAGE = $DF
ANIMATE_FRAME = $E0
LEVEL_OVER = $E1
LOCATIONS_L = $E2
LOCATIONS_H = $E3
; temp var per-world define
LONG_FRAME = $E4 ; nibel
CURRENT_DISPLAY = $E4 ; selena
LAST_PLAYED = $E4 ; selena
DISP_PAGE = $ED ; ALL
DRAW_PAGE = $EE ; ALL
; rest of pt3_player
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MB_DETECTED = $EF
WHICH_CHUNK = $F0
MB_CHUNK_OFFSET = $F1
LOOP = $F4
MB_VALUE = $F5
MB_ADDR_L = $F6
MB_ADDR_H = $F7
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DONE_PLAYING = $F8
DONE_SONG = $F9
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; rest of pt3_player
PT3_TEMP = $EF
ORNAMENT_L = $F0
ORNAMENT_H = $F1
SAMPLE_L = $F2
SAMPLE_H = $F3
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TEMP = $FA
TEMPY = $FB
INL = $FC
INH = $FD
OUTL = $FE
OUTH = $FF
; read any file slot 6 version
; based on FASTLD6 and RTS copyright (c) Peter Ferrie 2011-2013,2018
; modified to assembled with ca64 -- vmw
; added code to patch it to run from current disk slot -- vmw
adrlo = $26 ; constant from boot prom
adrhi = $27 ; constant from boot prom
tmpsec = $3c ; constant from boot prom
reqsec = $3d ; constant from boot prom
sizelo = $44
sizehi = $45
secsize = $46
ldsizel = $70
ldsizeh = $71
namlo = $7b
namhi = $7c
step = $7d ; state for stepper motor
tmptrk = $7e ; temporary copy of current track
phase = $7f ; current phase for /seek