;; Zero Page ;; LZSA addresses NIBCOUNT = $00 WHICH_LOAD = $01 ;; Zero page monitor routines addresses HGR_BITS= $1C 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 SEEDLO = $4e SEEDHI = $4f XMAX = $50 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 ; ym player CURRENT_FRAME_L = $70 CURRENT_FRAME_H = $71 BASE_FRAME_L = $72 BASE_FRAME_H = $73 CURRENT_CHUNK = $74 TIME_MINUTES = $75 TIME_SECONDS = $76 CURSOR_X = $77 CURSOR_Y = $78 DISP_PAGE = $79 DRAW_PAGE = $7A LEVEL_OVER = $7B LEVEL_FAIL = 1 LEVEL_WIN = 2 DOOR_OPEN = $7C CHUNK_NEXT_LOAD = $7D CHUNK_NEXT_PLAY = $7E LOAD_NEXT_CHUNK = $7F OVER_LEMMING = $80 TIMER_COUNT = $81 UPDATE_POINTER = $82 NEXT_LEMMING_TO_RELEASE = $83 SAVED_Y1 = $84 SAVED_Y2 = $85 LEMMINGS_OUT = $86 BUTTON_LOCATION = $87 WHICH_LEVEL = $88 LEMMINGS_TO_RELEASE = $89 CURRENT_LEMMING = $8A APPLEII_MODEL = $8B PERCENT_RESCUED_L = $8C PERCENT_RESCUED_H = $8D PERCENT_NEEDED = $8E PERCENT_ADD = $8F DOOR_X = $90 ; location of door DOOR_Y = $91 INIT_X = $92 ; initial lemming position INIT_Y = $93 CLIMBER_COUNT = $94 FLOATER_COUNT = $95 EXPLODER_COUNT = $96 STOPPER_COUNT = $97 BUILDER_COUNT = $98 BASHER_COUNT = $99 MINER_COUNT = $9A DIGGER_COUNT = $9B ; 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 HGR_COLOR = $E4 HGR_PAGE = $E6 ; rest of pt3_player LOOP = $F4 MB_VALUE = $F5 MB_ADDR_L = $F6 MB_ADDR_H = $F7 DONE_PLAYING = $F8 DONE_SONG = $F9 TEMP = $FA TEMPY = $FB INL = $FC INH = $FD OUTL = $FE OUTH = $FF