;; Zero Page ;; LZSA addresses NIBCOUNT = $00 ;; LZ4 addresses ;LZ4_SRC = $00 ;LZ4_DST = $02 ;LZ4_END = $04 CURRENT_DISK = $03 WHICH_SLOT = $04 WHICH_LOAD = $05 ;COUNT = $06 MENU_BASE = $06 MENU_HIGHLIGHT = $07 ;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 BEAST_X = $51 ; L1 BEAST_Y = $52 ; L1 BEAST_GAIT = $53 ; L1 BEAST_COUNT = $54 ; L1 BEAST_STATE = $55 B_STANDING = $00 B_RUNNING = $01 B_FALLING = $02 B_DEAD = $03 BEAST_DIRECTION = $56 ; L1 FRAMEL = $60 FRAMEH = $61 WAITING = $62 LETTERL = $63 LETTERH = $64 LETTERX = $65 LETTERY = $66 LETTERD = $67 LETTER = $68 BLARGH = $69 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_ADDR_L = $86 MB_ADDR_H = $87 DONE_PLAYING = $88 DONE_SONG = $89 PT3_TEMP = $8A ; More zero-page addresses ; we try not to conflict with anything DOS, MONITOR or BASIC related HAVE_GUN = $BC ; C2 jail+ FIRST_SHIELD = $BD COLLISION_X = $BE COLLISION_Y = $BF DOOR_STATUS = $C0 DOOR_STATUS_H = $C1 DOOR_X = $C2 DOOR_X_H = $C3 DOOR_Y = $C4 DOOR_Y_H = $C5 DOOR_XMIN = $C6 DOOR_XMIN_H = $C7 DOOR_XMAX = $C8 DOOR_XMAX_H = $C9 BEAST_ZAPPING = $CA ; 1 BEAST_DEAD = $CB ; 1 VENT_OPEN = $CC ; 2 INTRO_REPEAT = $CD ; INTRO 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+ LASER_OUT = $DB ; 2+ GUN_CHARGE = $DC ; 2+ MONSTER_AI = $DD ; C1 underwater ACTION_COUNT = $DD ; C4 BG_BEAST = $DE ; C1 ACTION_TRIGGERED= $DE ; C4 ON_ELEVATOR = $DF ; ALL LEFT_LIMIT = $E0 ; ALL RIGHT_LIMIT = $E1 ; ALL CONSOLE_Y = $E2 ; C1 underwater EXIT_COUNT = $E2 ; C1 pool WHICH_SLUG = $E2 ; C1 TELEPORTING = $E2 ; C2 jail WHICH_CAVE = $E3 ; C1,C5 WHICH_JAIL = $E3 ; C2 WHICH_ROOM = $E3 ; C4 MONSTER_GRAB = $E4 ; C1 underwater BEAST_OUT = $E4 ; C1 GAME_OVER = $E5 ; ALL DNA_OUT = $E5 ; INTRO MESSAGE_CURRENT = $E5 ; INTRO DNA_PROGRESS = $E6 ; INTRO TIME_COUNT = $E6 ; INTRO EQUAKE_PROGRESS = $E6 ; C1 DUDE_OUT = $E6 ; C2 FALLING = $E6 ; C3 CHARGER_COUNT = $E6 ; C4 FOREGROUND_COUNT= $E6 ; C15 EARTH_OFFSET = $E7 ; ALL?? DNA_COUNT = $E7 ; INTRO CURSOR_COUNT = $E7 ; INTRO PARTICLE_COUNT = $E7 ; INTRO MESSAGE_COUNT = $E7 ; INTRO MONSTER_WHICH = $E8 ; C1 underwater BOULDER_X = $E8 ; C1 LITTLEGUY_OUT = $E8 ; C2 cage CART_X = $E8 ; C2 jail FALLING_Y = $E8 ; C3 BOULDER_Y = $E9 ; C1 SHOOTING_TOP = $E9 ; C1 cage DUDE_X = $E9 ; C2 jail STATE_NO_KEYPRESS = $80 STATE_CROUCHING = $40 STATE_RUNNING = $20 PHYSICIST_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 BUBBLES_Y = $EB ; C1 underwater BEFORE_SWING = $EB ; C1 SHOOTING_BOTTOM = $EB ; C2 cage CART_OUT = $EB ; C2 jail BUTTON_PRESS = $EB ; c14 arena CUTFRAME = $EC DISP_PAGE = $ED ; ALL DRAW_PAGE = $EE ; ALL OFFSET = $EF INTRO_LOOPL = $F0 ; INTRO PHYSICIST_X = $F0 ; ALL HAND_X = $F0 ; C14 INTRO_LOOPH = $F1 ; INTRO PHYSICIST_Y = $F1 ; ALL HAND_Y = $F1 ; C14 SPRITETEMP = $F2 ; ALL XPOS = $F3 ; ALL YPOS = $F4 ; ALL DIRECTION = $F5 ; ALL GAIT = $F6 ; ALL INTRO_LOOPER = $F7 ; INTRO TENTACLE_X = $F7 ; C1 CAGE_GUARD = $F7 ; C2 cage CITY_MOVIE_SEEN = $F7 ; C2 jail BROKEN_GLASS = $F7 ; C15 final ELEVATOR_CYCLE = $F8 ; INTRO STATIC_LOOPER = $F8 ; INTRO LEVELEND_PROGRESS = $F8 ; C1 SWING_PROGRESS = $F8 ; C1 TENTACLE_PROGRESS = $F8 ; C1 CAGE_OFFSET = $F8 ; C2 cage JAIL_POWER_ON = $F8 ; C2 jail VENT_END_COUNT = $F8 ; C3 BRIDGE_COLLAPSE = $F8 ; C15 ELEVATOR_COUNT = $F9 ; INTRO TENTACLE_GRAB = $F9 ; C1 CAGE_AMPLITUDE = $F9 ; C2 cage ELEVATOR_OFFSET = $F9 ; C2 jail VENT_DEATH = $F9 ; C3 BG_SCROLL = $F9 ; C4 TEMP = $FA TEMPY = $FB INL = $FC INH = $FD OUTL = $FE OUTH = $FF