dos33fsprogs/games/keen/zp.inc

229 lines
4.0 KiB
PHP

;; Zero Page
;; ZX02 addresses
ZP=$00
offset = ZP+0
ZX0_src = ZP+2
ZX0_dst = ZP+4
bitr = ZP+6
pntr = ZP+7
;; 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
X_LEFT = $2C
V2 = $2D
MASK = $2E
COLOR_MASK = $2F
COLOR = $30
SEEDL = $4e
SEEDH = $4f
XMAX = $50
; MIST zero page addresses
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
; pt3 player registers
REGISTER_DUMP = $70
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
COPY_OFFSET = $7E
DECODER_STATE = $7F
PATTERN_L = $7E
PATTERN_H = $7F
; note 70-7f also used by disk code
; note: rest are up at $f0
; We have to save/restore the following values
; when loading/storing from disk
WHICH_LOAD = $80 ; which file to load
TILEMAP_X = $81 ; upper left corner of tilemap
TILEMAP_Y = $82
KEEN_TILEX = $83
KEEN_TILEY = $84
KEEN_X = $85 ; location of protagonist
KEEN_XL = $86 ; 8.8 fixed point?
KEEN_Y = $87
KEEN_DIRECTION = $88
KEEN_WALKING = $89
KEEN_JUMPING = $8A
LASER_OUT = $8B
LASER_TILEX = $8C
LASER_TILEY = $8D
LASER_DIRECTION = $8E
RAYGUNS = $8F
KEYCARDS = $90
INV_RED_KEY = $01
INV_BLUE_KEY = $02
INV_YELLOW_KEY = $04
INV_GREEN_KEY = $08
KEENS = $91
SCORE0 = $92
SCORE1 = $93
SCORE2 = $94
SHIP_PARTS = $95
PARTS_BOTTLE = $01
PARTS_VACUUM = $02
PARTS_BATTERY = $04
PARTS_JOYSTICK = $08
KEEN_FALLING = $96
KEEN_SHOOTING = $97
SOUND_OFFSET = $98
SUPPRESS_WALK = $99
POGO = $9A
LASER_TILE = $9B
TILE_TEMP = $9C
TILEY = $9D
TILE_ODD = $9E
TILEMAP_OFFSET = $9F
MARS_X = $A0
MARS_Y = $A1
MARS_TILEX = $A2
MARS_TILEY = $A3
INITIAL_SOUND = $A4
PLAY_END_SOUND = $A5
APPLEII_MODEL = $A6
CURRENT_LEVEL = $A7
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
GRID_PAGE = $DF
ANIMATE_FRAME = $E0
LEVEL_OVER = $E1
GAME_OVER = $FF
TOUCHED_ENEMY = $80
NEXT_LEVEL = $01
LOCATIONS_L = $E2
LOCATIONS_H = $E3
; temp var per-world define
LONG_FRAME = $E4 ; nibel
CURRENT_DISPLAY = $E4 ; selena
LAST_PLAYED = $E4 ; selena
STAR_CYCLE = $E5
DISP_PAGE = $ED ; ALL
DRAW_PAGE = $EE ; ALL
; rest of pt3_player
MB_DETECTED = $EF
WHICH_CHUNK = $F0
MB_CHUNK_OFFSET = $F1
LOOP = $F4
MB_VALUE = $F5
MB_ADDR_L = $F6
MB_ADDR_H = $F7
DONE_PLAYING = $F8
DONE_SONG = $F9
; rest of pt3_player
PT3_TEMP = $EF
ORNAMENT_L = $F0
ORNAMENT_H = $F1
SAMPLE_L = $F2
SAMPLE_H = $F3
MUSIC_PTR = $F7
LEADING_ZERO = $F8
TEMP_STATUS = $F9
TEMP = $FA
TEMPY = $FB
INL = $FC
INH = $FD
OUTL = $FE
OUTH = $FF
; read any file slot 6 version
; based on FASTLD6 and RTS copyright (c) Peter Ferrie 2011-2013,2018
; modified to assemble with ca65 -- vmw
; added code to patch it to run from current disk slot -- vmw
adrlo = $26 ; constant from boot prom
adrhi = $27 ; constant from boot prom
tmpsec = $3c ; constant from boot prom
reqsec = $3d ; constant from boot prom
sizelo = $44
sizehi = $45
secsize = $46
ldsizel = $70
ldsizeh = $71
namlo = $7b
namhi = $7c
step = $7d ; state for stepper motor
tmptrk = $7e ; temporary copy of current track
phase = $7f ; current phase for /seek