;; Zero Page ;; LZ4 addresses ;LZ4_SRC = $00 ;LZ4_DST = $02 ;LZ4_END = $04 ;WHICH_LOAD = $05 ;COUNT = $06 ;DELTA = $08 ;; 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 ;V2 = $2D MASK = $2E ;COLOR_MASK = $2F COLOR = $30 ;SEEDL = $4e ;SEEDH = $4f XMAX = $50 ; escape FRAME = $51 ASTEROID_SPEED = $52 ASTEROID_X = $53 ASTEROID_Y = $54 RANDOM_PTR = $55 FRAME_PLAY_OFFSET=$56 FRAME_PLAY_PAGE = $57 FIRE_Y = $5B SPRITE_XPOS = $5C SPRITE_YPOS = $5D BLAST1 = $5E BLAST2 = $5F FRAMEL = $60 FRAMEH = $61 FIRE = $6A ASTEROID_EXPLODE = $6B ASTEROID_SUBX = $6C FIRE_X = $6D LEVEL_DONE = $6E YADD = $6F 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 ORNAMENT_L = $80 ORNAMENT_H = $81 SAMPLE_L = $82 SAMPLE_H = $83 LOOP = $84 MB_VALUE = $85 MB_ADDRL = $86 MB_ADDRH = $87 DONE_PLAYING = $88 DONE_SONG = $89 PT3_TEMP = $8A ENV_SHAPE_TEMP = $8B C_COARSE_TEMP = $8C A_VOL_TEMP = $8D KEYPTRL = $90 KEYPTRH = $91 KEY_COUNTDOWN = $92 KEYPTR = $93 FORCE_MUSIC = $94 ; have to be consecutive DOOR_STATUS = $B0 DOOR_STATUS_H = $B1 DOOR_X = $B2 DOOR_X_H = $B3 DOOR_Y = $B4 DOOR_Y_H = $B5 DOOR_XMIN = $B6 DOOR_XMIN_H = $B7 DOOR_XMAX = $B8 DOOR_XMAX_H = $B9 HAVE_GUN = $BC ; C2 jail+ COLLISION_X = $BE COLLISION_Y = $BF GREEN0 = $C0 GREEN1 = $C1 GREEN2 = $C2 GREEN3 = $C3 GREEN4 = $C4 ZERO = $C5 WASTE_CYCLES = $C6 FOREVER_OFFSET = $C7 FRAME_OFFSET = $C8 FRAME_PAGE = $C9 AY_WRITE_TEMP = $CA AY_WRITE_TEMP2 = $CB ASTRONAUT_X = $CC ASTRONAUT_Y = $CD LASER_TEMP = $CE ; 2+ LEFT_SHOOT_TARGET = $CF ; ALL RIGHT_SHOOT_TARGET = $D0 ; ALL LEFT_WALK_LIMIT = $D1 ; ALL RIGHT_WALK_LIMIT= $D2 ; ALL LEFT_SHOOT_LIMIT= $D3 ; ALL RIGHT_SHOOT_LIMIT=$D4 ; ALL NUM_DOORS = $D5 ; 2+ GUN_FIRE = $D6 ; 2+ GUN_STATE = $D7 ; 2+ BLAST_OUT = $D8 ; 2+ SHIELD_OUT = $D9 ; 2+ ALIEN_OUT = $DA ; 2+ RASTER_PAGE = $DA ; rasters LASER_OUT = $DB ; 2+ RASTER_X = $DB ; rasters GUN_CHARGE = $DC ; 2+ CREDITS_POINTERL= $DC ; credits CREDITS_POINTERH= $DD ; credits CREDITS_X = $DE ; credits ON_ELEVATOR = $DF ; ALL CREDITS_Y = $DF ; credits LEFT_LIMIT = $E0 ; ALL RIGHT_LIMIT = $E1 ; ALL WHICH_ROOM = $E3 ; C4 GAME_OVER = $E5 ; ALL CHARGER_COUNT = $E6 ; C4 LITTLEGUY_OUT = $E8 ; C2 cage CART_X = $E8 ; C2 jail SHOOTING_TOP = $E9 ; C1 cage DUDE_X = $E9 ; C2 jail STATE_NO_KEYPRESS = $80 STATE_CROUCHING = $40 STATE_RUNNING = $20 ASTRONAUT_STATE = $EA P_STANDING = $00 P_WALKING = $01 P_RUNNING = $02 | STATE_RUNNING P_CROUCHING = $03 | STATE_CROUCHING P_KICKING = $04 P_JUMPING = $05 | STATE_NO_KEYPRESS P_COLLAPSING = $06 | STATE_NO_KEYPRESS P_FALLING_SIDEWAYS = $07 | STATE_NO_KEYPRESS P_SWINGING = $08 | STATE_NO_KEYPRESS P_ELEVATING_UP = $09 P_ELEVATING_DOWN = $0A P_SHOOTING = $0B P_FALLING_DOWN = $0C | STATE_NO_KEYPRESS P_IMPALED = $0D | STATE_NO_KEYPRESS P_CROUCH_SHOOTING = $0E | STATE_CROUCHING P_CROUCH_KICKING = $0F | STATE_CROUCHING P_DISINTEGRATING = $10 | STATE_NO_KEYPRESS SHOOTING_BOTTOM = $EB ; C2 cage CART_OUT = $EB ; C2 jail DISP_PAGE = $ED ; ALL DRAW_PAGE = $EE ; ALL INTRO_LOOPL = $F0 ; INTRO INTRO_LOOPH = $F1 ; INTRO XPOS = $F3 ; ALL YPOS = $F4 ; ALL DIRECTION = $F5 ; ALL GAIT = $F6 ; ALL INTRO_LOOPER = $F7 ; INTRO SOUND_WHILE_DECODE = $F8 TEMP = $FA TEMPY = $FB INL = $FC INH = $FD OUTL = $FE OUTH = $FF