dos33fsprogs/demosplash/zp.inc
2019-11-02 21:17:42 -04:00

290 lines
5.1 KiB
PHP

;; 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
GREEN0 = $56
GREEN1 = $57
GREEN2 = $58
GREEN3 = $59
GREEN4 = $5A
FIRE_Y = $5B
SPRITE_XPOS = $5C
SPRITE_YPOS = $5D
BLAST1 = $5E
BLAST2 = $5F
FIRE = $6A
ASTEROID_EXPLODE = $6B
ASTEROID_SUBX = $6C
FIRE_X = $6D
LEVEL_DONE = $6E
YADD = $6F
ZERO = $B0
WASTE_CYCLES = $B1
FOREVER_OFFSET = $B2
FRAME_OFFSET = $B3
FRAME_PAGE = $B4
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_ADDRL = $86
MB_ADDRH = $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+
RASTER_PAGE = $DA ; rasters
LASER_OUT = $DB ; 2+
RASTER_X = $DB ; rasters
GUN_CHARGE = $DC ; 2+
CREDITS_POINTERL= $DC ; credits
MONSTER_AI = $DD ; C1 underwater
ACTION_COUNT = $DD ; C4
CREDITS_POINTERH= $DD ; credits
BG_BEAST = $DE ; C1
ACTION_TRIGGERED= $DE ; C4
CREDITS_X = $DE ; credits
ON_ELEVATOR = $DF ; ALL
CREDITS_Y = $DF ; credits
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
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
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
BUBBLES_Y = $EB ; C1 underwater
BEFORE_SWING = $EB ; C1
SHOOTING_BOTTOM = $EB ; C2 cage
CART_OUT = $EB ; C2 jail
CUTFRAME = $EC
DISP_PAGE = $ED ; ALL
DRAW_PAGE = $EE ; ALL
OFFSET = $EF
INTRO_LOOPL = $F0 ; INTRO
ASTRONAUT_X = $F0 ; ALL
INTRO_LOOPH = $F1 ; INTRO
ASTRONAUT_Y = $F1 ; ALL
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
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
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