mirror of
https://github.com/deater/dos33fsprogs.git
synced 2025-01-22 04:30:38 +00:00
402 lines
15 KiB
ArmAsm
402 lines
15 KiB
ArmAsm
;license:MIT
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;(c) 2018-2023 by 4am
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;
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;------------------------------------------------------------------------------
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; YE OLDE GRAND UNIFIED MEMORY MAP
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;
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; LC RAM BANK 1
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; D000 - reserved
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; D001..D06E - gGlobalPrefsStore
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; ...unused...
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; D100..D4FF - HGR font data
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; ...unused...
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; E6C9..FFEB - main program code
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; FFEC..FFF9 - API functions and global constants available for main program
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; code, prelaunchers, transition effects, &c.
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; (LoadFileDirect, Wait/UnwaitForVBL, MockingboardStuff, MachineStatus)
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; FFFA..FFFF - NMI, reset, IRQ vectors
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;
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; LC RAM BANK 2
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; D000..D5FF - ProRWTS data
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; D600..D8BD - ProRWTS code
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; D8BE..DCB7 - ProRWTS glue code
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; DCB8..DCBD - backup of stack (during gameplay and self-running demos)
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; DCBE..DCC2 - okvs cache (attract state saved across self-running demo)
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; ...unused...
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; DFB4..DFFF - (de)acceleration function
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;
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; MAIN MEMORY DURING SEARCH/BROWSE MODE
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; 6000..9FFF - search index (499 games = $3C3C/$4000)
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; A000..BCFF - search cache (499 games = $1837/$1D00)
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; BD00..BEFF - prefs buffer (used to write PREFS.CONF if cheat mode changes)
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; BF00..BFFF - ProRWTS glue (supports LoadIndexedFile)
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;
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; MAIN MEMORY DURING MEGA-ATTRACT MODE
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; 0100..0105 - re-entry code for demos (reloaded before demo)
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; 0106..01BF - prelaunch code (reloaded before demo)
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; 0400..07FF - text screen (cleared before each module)
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; 0800..1EFF - slideshow configuration file (persistent during slideshow module)
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; 2000..5FFF - hi-res screens (cleared before each module)
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; 4000..5FFF - slideshow index file (loaded before slideshow module)
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; 6000.. - mega-attract configuration file (reloaded before each module)
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; BD00..BEFF - prefs buffer (clobbered if cheat mode changes)
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; BF00..BFFF - ProRWTS glue (reset after demo)
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;
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; MAIN MEMORY DURING MINI-ATTRACT MODE
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; 0100..0105 - re-entry code for demos (reloaded before demo)
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; 0106..01BF - prelaunch code (reloaded before demo)
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; 0400..07FF - text screen (cleared before each module)
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; 0800..1FFF - mini-attract index file (loaded once)
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; 2000..5FFF - hi-res screens
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; 6000.. - mini-attract configuration file (reloaded before each module)
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; 6000.. - transition effect code (reloaded before each screenshot module)
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; BF00..BFFF - ProRWTS glue (reset after demo)
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;
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; MAIN MEMORY DURING GAME LAUNCH
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; 0100..0105 - re-entry code
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; 0106..01BF - prelaunch code
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; 0400..07FF - text screen cleared
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; 2000..5FFF - hi-res screens cleared
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; A000.. - prelaunch index file
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;
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; MAIN MEMORY DURING CREDITS (preserves search index and cache)
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; 0800.. - credits text
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;
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; MAIN MEMORY DURING GLOBAL HELP (preserves search index and cache)
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; 0800.. - help text
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;
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; MAIN MEMORY DURING PER-GAME HELP (clobbers search cache)
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; 0800.. - help text
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; A000.. - game help index file
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;
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;------------------------------------------------------------------------------
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;!ifndef _CONSTANTS_ {
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.ifndef _CONSTANTS_
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; soft switches
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KBD = $C000 ; last key pressed (if any)
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CLEARKBD = $C010 ; clear last key pressed
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STOREOFF = $C000 ; STA then use the following flags:
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READMAINMEM = $C002 ; STA to read from main mem ($0200..$BFFF)
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READAUXMEM = $C003 ; STA to read from aux mem ($0200..$BFFF)
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WRITEMAINMEM = $C004 ; STA to write to main mem ($0200..$BFFF)
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WRITEAUXMEM = $C005 ; STA to write to aux mem ($0200..$BFFF)
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SETSTDZP = $C008 ; STA to r/w from main mem stack and zero page ($0000..$01FF)
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CLRC3ROM = $C00A ; STA to use internal Slot 3 ROM (required to use 128K and DHGR)
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SETC3ROM = $C00B ; STA to use external Slot 3 ROM (required to detect VidHD in slot 3)
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CLR80VID = $C00C ; STA to use 40 columns (also used to get out of DHGR mode)
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SET80VID = $C00D ; STA to use 80 columns (also used to get into DHGR mode)
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PRIMARYCHARSET= $C00E ; STA to use no-mousetext character set
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SLOT3STATUS = $C017 ; bit 7 only
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MONOCOLOR = $C021 ; IIgs bit 7 switches composite mono/color modes
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;TBCOLOR = $C022 ; IIgs text foreground and background colors (also VidHD but write-only)
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;NEWVIDEO = $C029 ; IIgs graphics modes (also VidHD)
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;SPEAKER = $C030 ; chirp chirp
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;CLOCKCTL = $C034 ; bits 0-3 are IIgs border color (also VidHD but write-only)
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SHADOW = $C035 ; IIgs auxmem-to-bank-E1 shadowing (also VidHD but write-only)
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TEXTMODE = $C051
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;PAGE1 = $C054 ; page 1 (affects text, HGR, DHGR)
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;PAGE2 = $C055 ; page 2 (affects text, HGR, DHGR)
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DHIRESON = $C05E ; double hi-res on switch
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DHIRESOFF = $C05F ; double hi-res off switch
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; ROM routines and addresses
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; (prefixed because so much of the program runs from LC RAM, so don't call
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; these without thinking about memory banks first)
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;ROM_TEXT2COPY =$F962 ; turn on alternate display mode on IIgs
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ROM_REBOOT = $FAA6
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ROM_TEXT = $FB2F
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;ROM_MACHINEID =$FBB3
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ROM_MACHINE2C =$FBC0
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ROM_HOME = $FC58
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ROM_WAIT = $FCA8
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ROM_CROUT= $FD8E
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ROM_COUT = $FDED
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ROM_NORMAL = $FE84 ; NORMAL text (instead of INVERSE or FLASH)
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ROM_IN0 = $FE89 ; SETKBD
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ROM_PR0 = $FE93 ; SETVID
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; zero page addresses during init ONLY
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zpMachineStatus= $F0 ; bit 7 = 1 if machine has joystick
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; bit 6 = 1 if machine has 128K
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; bit 5 = 1 if machine has a VidHD card
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; bit 4 = 1 if machine is a IIgs
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; only used during init, then copied to MachineStatus in LC RAM
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zpCharMask = $F1 ; only used during init, then clobbered
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; zero page addresses
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PARAM = $00 ; word (used by PARAMS_ON_STACK macro, so basically everywhere)
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PTR = $02 ; word
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SRC = $04 ; word
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DEST = $06 ; word
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SAVE = $08 ; word
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WINDEX = $0A ; word
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WCOUNT = $0C ; word
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HTAB = $24 ; byte
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;VTAB = $25 ; byte
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RNDSEED = $4E ; word
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PrelaunchInit= $EA
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; textrank
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BestMatchIndex = $E5 ; word
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tmpx = $E7 ; byte
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remainder = $E8 ; word
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num1 = $EA ; word
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num2 = $EC ; byte
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Timeout = $ED ; 3 bytes (used by SearchMode)
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zpword = $F0 ; word
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zpstring = $F2 ; word
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runningscore= $F4 ; word
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startat = $F6 ; byte
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i = $F7 ; byte
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tmp = $F8 ; byte
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gamelength= $F9 ; byte
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firstletter= $FA ; byte
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MatchCount = $FB ; byte
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BestMatchScore = $FC ; byte
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; main memory addresses
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gKeyLen = $1F00 ; used by ParseKeyValueList
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gKey = $1F01 ; ""
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gValLen = $1F80 ; ""
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gVal = $1F81 ; ""
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UILine1 = $1FB0 ; used by DrawUI
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UILine2 = $1FD8 ; ""
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UI_ToPlay = $1FF7 ; ""
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ProBootEntry = $2028 ; used by ProBoot
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gSearchIndex = $6000
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gSearchCache = $A000
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gPathname = $BFD0 ; used by SetPath/AddToPath
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; main memory addresses used by graphic effects
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hgrlo = $0201 ; $C0 bytes
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mirror_cols = $02C1 ; $28 bytes
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hgrhi = $0301 ; $C0 bytes
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hgr1hi = hgrhi
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;FXCode = $6200
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;Coordinates1Bit= $8600 ; $3481 bytes ($3480 on disk + 1 byte EOF marker added at runtime)
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;EndCoordinates1Bit = Coordinates1Bit + $3480
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;Coordinates2Bit= $8100 ; $3C01 bytes ($3C00 on disk + 1 byte EOF marker added at runtime)
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;EndCoordinates2Bit = Coordinates2Bit + $3C00
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;Coordinates3Bit= $6D00 ; $5001 bytes ($5000 on disk + 1 byte EOF marker added at runtime)
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;EndCoordinates3Bit = Coordinates3Bit + $5000
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hgrlomirror = $BB01 ; $C0 bytes
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hgr1himirror = $BC01 ; $C0 bytes
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dithermasks = $BDA8 ; $58 bytes, must not cross page boundary
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evenrow_masks = dithermasks
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oddrow_masks = dithermasks+2
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no_masks = dithermasks+44
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copymasks1bit = $BE00 ; $100 bytes but sparse, index is 0..6 but in high 3 bits, so $00,$20,$40,$60,$80,$A0,$C0
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copymasks2bit = copymasks1bit ; $100 bytes but sparse, index is 0..4 but in high 3 bits, so $00,$20,$40,$60,$80
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copymasks3bit = copymasks1bit ; $100 bytes but sparse, index is 0..7 but in high 3 bits, so $00,$20,$40,$60,$80,$A0,$C0,$E0
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mirror_copymasks1bit = copymasks1bit+1
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mirror_copymasks2bit = copymasks2bit+1
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hgrlo3a = $6A00 ; $80 bytes
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hgrlo3b = $6A80 ; $80 bytes
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hgrlo3c = $6B00 ; $80 bytes
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hgrhi3a = $6B80 ; $80 bytes
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dither1_lo = $6880 ; $80 bytes
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dither2_lo = $6900 ; $80 bytes
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dither3_lo = $6980 ; $80 bytes
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hgrhi3b = $6C00 ; $80 bytes
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hgrhi3c = $BD01 ; $80 bytes
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extra_cols = $BEF8 ; $08 bytes
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; hgr.48boxes constants
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HGR48StageDrawingRoutines = $7F00 ; $100 bytes
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; High bytes of drawing routines for each stage (actual routines will be page-aligned).
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; To minimize code size, we build drawing routines in this order:
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; - copy01 (STAGE1 template)
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; - copy00 (STAGE0 template)
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; - copy0F..copy09 (OUTER_STAGE template)
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; - copy08..copy02 (MIDDLE_STAGE template)
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; - change some opcodes to turn the 'copy' routines into 'clear' routines
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; - clear0F..clear08 (OUTER_STAGE)
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; - clear07..clear02 (MIDDLE_STAGE)
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; - clear01 (STAGE1)
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; - clear00 (STAGE0)
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clear00 = $80
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clear01 = $81
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clear02 = $82
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clear03 = $83
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clear04 = $84
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clear05 = $85
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clear06 = $86
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clear07 = $87
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clear08 = $88
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clear09 = $89
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clear0A = $8A
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clear0B = $8B
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clear0C = $8C
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clear0D = $8D
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clear0E = $8E
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clear0F = $8F
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copy02 = $90
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copy03 = $91
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copy04 = $92
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copy05 = $93
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copy06 = $94
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copy07 = $95
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copy08 = $96
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copy09 = $97
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copy0A = $98
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copy0B = $99
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copy0C = $9A
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copy0D = $9B
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copy0E = $9C
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copy0F = $9D
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copy00 = $9E
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copy01 = $9F
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; dhgr.48boxes constants
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DHGR48BoxStages = $10 ; $30 bytes, current stage for each box
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DHGR48StageDrawingRoutines = $6F00 ; $100 bytes
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; High bytes of drawing routines for each stage (actual routines will be page-aligned).
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; To minimize code size, we build drawing routines in this order:
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; - copy01 (STAGE1 template)
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; - copy00 (STAGE0 template)
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; - copy0F..copy09 (OUTER_STAGE template)
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; - copy08..copy02 (MIDDLE_STAGE template)
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; - change some opcodes to turn the 'copy' routines into 'clear' routines
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; - clear0F..clear08 (OUTER_STAGE)
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; - clear07..clear02 (MIDDLE_STAGE)
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; - clear01 (STAGE1)
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; - clear00 (STAGE0)
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dhgr_clear00 = $70
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dhgr_clear01 = $71
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dhgr_clear02 = $72
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dhgr_clear03 = $73
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dhgr_clear04 = $74
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dhgr_clear05 = $75
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dhgr_clear06 = $76
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dhgr_clear07 = $77
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dhgr_clear08 = $78
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dhgr_clear09 = $79
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dhgr_clear0A = $7A
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dhgr_clear0B = $7B
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dhgr_clear0C = $7C
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dhgr_clear0D = $7D
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dhgr_clear0E = $7E
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dhgr_clear0F = $7F
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dhgr_copy02 = $80
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dhgr_copy03 = $81
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dhgr_copy04 = $82
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dhgr_copy05 = $83
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dhgr_copy06 = $84
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dhgr_copy07 = $85
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dhgr_copy08 = $86
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dhgr_copy09 = $87
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dhgr_copy0A = $88
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dhgr_copy0B = $89
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dhgr_copy0C = $8A
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dhgr_copy0D = $8B
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dhgr_copy0E = $8C
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dhgr_copy0F = $8D
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dhgr_copy00 = $8E
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dhgr_copy01 = $8F
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; LC RAM 1 & 2 addresses
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; these are defined here because they are also called by other targets
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; that are assembled separately, e.g. prelaunchers, demo launchers, and graphic effects
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UnwaitForVBL = $FFEE
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WaitForVBL = UnwaitForVBL-3
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iLoadFileDirect = WaitForVBL-3 ; note: you really want LC RAM 2 banked in before calling this
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iAddToPath = iLoadFileDirect-3
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iLoadXSingle = iAddToPath-3
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iLoadFXCODE = iLoadXSingle-3
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iLoadFXDATA = iLoadFXCODE-3
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;iBuildHGRTables = iLoadFXDATA-3
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;iBuildHGRMirrorTables = iBuildHGRTables-3
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;iBuildHGRMirrorCols = iBuildHGRMirrorTables-3
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;iBuildDHGRMirrorCols = iBuildHGRMirrorCols-3
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;iBuildHGRDitherMasks = iBuildDHGRMirrorCols-3
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;iBuildDHGRDitherMasks = iBuildHGRDitherMasks-3
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;iWaitForKeyWithTimeout = iBuildDHGRDitherMasks-3
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;iReverseCoordinates1Bit = iWaitForKeyWithTimeout-3
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;iRippleCoordinates1Bit = iReverseCoordinates1Bit-3
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;iRippleCoordinates1Bit2 = iRippleCoordinates1Bit-3
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;iRippleCoordinates1Bit3 = iRippleCoordinates1Bit2-3
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;iRippleCoordinates1Bit4 = iRippleCoordinates1Bit3-3
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;iBuildHGRSparseBitmasks1Bit = iRippleCoordinates1Bit4-3
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;iBuildDHGRSparseBitmasks1Bit = iBuildHGRSparseBitmasks1Bit-3
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;iBuildHGRSparseBitmasks2Bit = iBuildDHGRSparseBitmasks1Bit-3
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;iBuildDHGRSparseBitmasks2Bit = iBuildHGRSparseBitmasks2Bit-3
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;iReverseCoordinates2Bit = iBuildDHGRSparseBitmasks2Bit-3
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;iRippleCoordinates2Bit = iReverseCoordinates2Bit-3
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;iReverseCoordinates3Bit = iRippleCoordinates2Bit-3
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;iRippleCoordinates3Bit = iReverseCoordinates3Bit-3
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;iSetupPrecomputed3Bit = iRippleCoordinates3Bit-3
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;iPrelaunchInit = iSetupPrecomputed3Bit-3
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MockingboardStuff = $FFF8 ; bit 7 = 1 if SC-01 speech chip present (Speech I)
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; bit 6 = 1 if SSI-263 speech chip present (Mockingboard "B"-"D")
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; bit 5 = 1 if two AY-3-8910s present (Sound II / Mockingboard "A"-"D")
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; bit 5 = 0 if only AY-3-8910 present (Sound I)
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; bit 4 unused
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; bits 0-3: slot number
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MachineStatus = $FFF9
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; LC RAM 2 addresses
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DisableAccelerator = $DFB4
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EnableAccelerator = DisableAccelerator+3
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; application constants
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gStackSize = 6 ; seems like only six are needed
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PRELAUNCH_STANDARD_SIZE = 61 ; LoadStandardPrelaunch, eventually to be determined at build-time
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; AND masks for MockingboardStuff
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MOCKINGBOARD_SLOT = %00001111
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HAS_STEREO = %00100000
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HAS_SPEECH = %11000000
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; AND masks for game info bitfield (after game display name in gSearchStore)
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HAS_DHGR_TITLE = %10000000 ; this one is hard-coded via BMI instead of AND/BNE
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IS_SINGLE_LOAD = %01000000
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CHEAT_CATEGORY = %00001111
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; ^^
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; ++-- your bits here!
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; AND masks for MachineStatus
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HAS_JOYSTICK = %10000000
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HAS_128K = %01000000
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IS_IIGS = %00100000 ; /!\ do not use this to gate SHR, use SUPPORTS_SHR instead
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HAS_VIDHD = %00010000
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SUPPORTS_SHR = %00110000
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CHEATS_ENABLED = %00001000
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; AND masks for gMegaAttractModeFilter
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ATTRACT_DEMO = %00000001
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ATTRACT_HGR_TITLE = %00000010
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ATTRACT_HGR_ACTION = %00000100
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ATTRACT_DHGR_TITLE = %00001000
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ATTRACT_DHGR_ACTION = %00010000
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ATTRACT_SHR = %00100000
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ATTRACT_GR = %01000000
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ATTRACT_DGR = %10000000
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; shared symbols for prelaunch and effects to call ProRWTS2 functions
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iCurBlockLo = $D601 ; constant
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iCurBlockHi = $D603 ; constant
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launchpatch = $D85C ; glue.launch.a
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itraverse = $DB4B ; Roger Rabbit, avoid, use Infiltrator 2 style instead
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; also Columns (via file in disk image)
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ldrlo = $55 ; constant
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ldrhi = $56 ; constant
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;namlo = $57 ; constant
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;namhi = $58 ; constant
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ldrlo2 = $64 ; constant
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ldrhi2 = $65 ; constant
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; Columns and Dangerous Dave also call (de)accelerator functions directly
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_CONSTANTS_=*
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;}
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.endif
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