;; Zero Page INTRO_LOOPER = $01 INTRO_LOOPL = $02 INTRO_LOOPH = $03 WHICH_LOAD = $05 APPLEII_MODEL = $08 NIBCOUNT = $09 ; lzsa ; Zero page monitor routines addresses HGR_SHAPE = $1A 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 A5H = $45 XREG = $46 YREG = $47 SEEDL = $4E SEEDH = $4F TURNING = $60 ; mode7 ANGLE = $63 ; mode7 SPACEX_I = $6A ; mode7 SPACEX_F = $6B ; mode7 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 OVER_LAND = $8B NUM1L = $8C ; multiply NUM1H = $8D NUM2L = $8E NUM2H = $8F RESULT = $90 ; multiply ; 91, 92, 93 SPACEY_I = $94 SPACEY_F = $95 DISTANCE_I = $96 DISTANCE_F = $97 SCREEN_Y = $98 FACTOR_I = $99 FACTOR_F = $9A DX_I = $9B DX_F = $9C DY_I = $9D DY_F = $9E CX_I = $9F CX_F = $A0 CY_I = $A1 CY_F = $A2 SPACEZ_I = $A3 SPACEZ_F = $A4 DRAW_SPLASH = $A5 SPEED = $A6 SPLASH_COUNT = $A7 LOAD_WORLD = $A8 LASTKEY = $A9 KEY_OFFSET = $AA KEY_COUNT = $AB SCALE_I = $AC SCALE_F = $AD BOULDER_Y = $B0 PHYSICIST_X = $B1 PHYSICIST_Y = $B2 HAVE_GUN = $B3 ON_ELEVATOR = $B4 BEAST_OUT = $B5 BEFORE_SWING = $B6 WHICH_CAVE = $B7 GAME_OVER = $B8 STATE_NO_KEYPRESS = $80 STATE_CROUCHING = $40 STATE_RUNNING = $20 PHYSICIST_STATE = $B9 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 EARTH_OFFSET = $BA EQUAKE_PROGRESS = $BB EXIT_COUNT = $BC TENTACLE_X = $BD TENTACLE_GRAB = $BE TENTACLE_PROGRESS = $BF GAIT = $C0 MONSTER_AI = $C1 MONSTER_WHICH = $C2 BG_BEAST = $C3 CONSOLE_Y = $C4 BUBBLES_Y = $C5 MONSTER_GRAB = $C6 LEFT_WALK_LIMIT = $C7 LEFT_LIMIT = $C8 RIGHT_WALK_LIMIT= $C9 RIGHT_LIMIT = $CA XMAX = $CB FRAME = $CC FRAMEH = $CD SHIPY = $E4 ; mode7 HGR_PAGE = $E6 HGR_SCALE = $E7 DISP_PAGE = $ED DRAW_PAGE = $EE TINL = $F0 XPOS = $F0 ; shimmer XX = $F0 ; a2 TINH = $F1 YPOS = $F1 ; shimmer XHIGH = $F1 ; credits X0 = $F1 ; a2 YY = $F1 ; plasma BINL = $F2 DIRECTION = $F2 ; shimmer Y1 = $F2 ; a2 LOGO_OFFSET = $F2 ; credits BINH = $F3 REV_COUNT = $F4 ; plasma SCROLL_COUNT = $F9 TEMP = $FA DROPL = $FA ; drops TEMPY = $FB DROPH = $FB ; drops INL = $FC BUF1L = $FC ; drops CTEMP = $FC ; wires INH = $FD BUF1H = $FD ; drops OUTL = $FE BUF2L = $FE ; drops OUTH = $FF BUF2H = $FF ; drops