mirror of
https://github.com/deater/dos33fsprogs.git
synced 2025-01-08 03:31:10 +00:00
212 lines
3.6 KiB
PHP
212 lines
3.6 KiB
PHP
;; Zero Page
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INTRO_LOOPER = $01
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INTRO_LOOPL = $02
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INTRO_LOOPH = $03
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WHICH_LOAD = $05
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NIBCOUNT = $09 ; lzsa
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; Zero page monitor routines addresses
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HGR_SHAPE = $1A
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WNDLFT = $20
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WNDWDTH = $21
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WNDTOP = $22
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WNDBTM = $23
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CH = $24
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CV = $25
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GBASL = $26
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GBASH = $27
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BASL = $28
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BASH = $29
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H2 = $2C
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V2 = $2D
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MASK = $2E
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COLOR_MASK = $2F
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COLOR = $30
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A5H = $45
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XREG = $46
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YREG = $47
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SEEDL = $4E
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SEEDH = $4F
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TURNING = $60 ; mode7
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ANGLE = $63 ; mode7
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SPACEX_I = $6A ; mode7
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SPACEX_F = $6B ; mode7
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AY_REGISTERS = $70
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A_FINE_TONE = $70
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A_COARSE_TONE = $71
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B_FINE_TONE = $72
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B_COARSE_TONE = $73
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C_FINE_TONE = $74
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C_COARSE_TONE = $75
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NOISE = $76
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ENABLE = $77
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PT3_MIXER_VAL = $77
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A_VOLUME = $78
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B_VOLUME = $79
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C_VOLUME = $7A
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ENVELOPE_FINE = $7B
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ENVELOPE_COARSE = $7C
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ENVELOPE_SHAPE = $7D
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PATTERN_L = $7E
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PATTERN_H = $7F
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ORNAMENT_L = $80
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ORNAMENT_H = $81
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SAMPLE_L = $82
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SAMPLE_H = $83
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LOOP = $84
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MB_VALUE = $85
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MB_ADDR_L = $86
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MB_ADDR_H = $87
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DONE_PLAYING = $88
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DONE_SONG = $89
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PT3_TEMP = $8A
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OVER_LAND = $8B
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NUM1L = $8C ; multiply
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NUM1H = $8D
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NUM2L = $8E
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NUM2H = $8F
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RESULT = $90 ; multiply
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; 91, 92, 93
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SPACEY_I = $94
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SPACEY_F = $95
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DISTANCE_I = $96
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DISTANCE_F = $97
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SCREEN_Y = $98
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FACTOR_I = $99
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FACTOR_F = $9A
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DX_I = $9B
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DX_F = $9C
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DY_I = $9D
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DY_F = $9E
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CX_I = $9F
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CX_F = $A0
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CY_I = $A1
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CY_F = $A2
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SPACEZ_I = $A3
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SPACEZ_F = $A4
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DRAW_SPLASH = $A5
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SPEED = $A6
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SPLASH_COUNT = $A7
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LOAD_WORLD = $A8
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LASTKEY = $A9
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KEY_OFFSET = $AA
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KEY_COUNT = $AB
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SCALE_I = $AC
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SCALE_F = $AD
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BOULDER_Y = $B0
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PHYSICIST_X = $B1
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PHYSICIST_Y = $B2
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HAVE_GUN = $B3
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ON_ELEVATOR = $B4
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BEAST_OUT = $B5
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BEFORE_SWING = $B6
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WHICH_CAVE = $B7
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GAME_OVER = $B8
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STATE_NO_KEYPRESS = $80
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STATE_CROUCHING = $40
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STATE_RUNNING = $20
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PHYSICIST_STATE = $B9
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P_STANDING = $00
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P_WALKING = $01
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P_RUNNING = $02 | STATE_RUNNING
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P_CROUCHING = $03 | STATE_CROUCHING
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P_KICKING = $04
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P_JUMPING = $05 | STATE_NO_KEYPRESS
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P_COLLAPSING = $06 | STATE_NO_KEYPRESS
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P_FALLING_SIDEWAYS = $07 | STATE_NO_KEYPRESS
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P_SWINGING = $08 | STATE_NO_KEYPRESS
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P_ELEVATING_UP = $09
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P_ELEVATING_DOWN = $0A
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P_SHOOTING = $0B
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P_FALLING_DOWN = $0C | STATE_NO_KEYPRESS
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P_IMPALED = $0D | STATE_NO_KEYPRESS
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P_CROUCH_SHOOTING = $0E | STATE_CROUCHING
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P_CROUCH_KICKING = $0F | STATE_CROUCHING
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P_DISINTEGRATING = $10 | STATE_NO_KEYPRESS
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EARTH_OFFSET = $BA
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EQUAKE_PROGRESS = $BB
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EXIT_COUNT = $BC
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TENTACLE_X = $BD
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TENTACLE_GRAB = $BE
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TENTACLE_PROGRESS = $BF
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GAIT = $C0
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MONSTER_AI = $C1
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MONSTER_WHICH = $C2
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BG_BEAST = $C3
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CONSOLE_Y = $C4
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BUBBLES_Y = $C5
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MONSTER_GRAB = $C6
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LEFT_WALK_LIMIT = $C7
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LEFT_LIMIT = $C8
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RIGHT_WALK_LIMIT= $C9
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RIGHT_LIMIT = $CA
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XMAX = $CB
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FRAME = $CC
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FRAMEH = $CD
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SHIPY = $E4 ; mode7
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HGR_PAGE = $E6
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HGR_SCALE = $E7
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DISP_PAGE = $ED
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DRAW_PAGE = $EE
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TINL = $F0
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XPOS = $F0 ; shimmer
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XX = $F0 ; a2
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TINH = $F1
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YPOS = $F1 ; shimmer
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XHIGH = $F1 ; credits
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X0 = $F1 ; a2
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YY = $F1 ; plasma
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BINL = $F2
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DIRECTION = $F2 ; shimmer
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Y1 = $F2 ; a2
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LOGO_OFFSET = $F2 ; credits
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BINH = $F3
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REV_COUNT = $F4 ; plasma
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SCROLL_COUNT = $F9
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TEMP = $FA
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DROPL = $FA ; drops
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TEMPY = $FB
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DROPH = $FB ; drops
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INL = $FC
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BUF1L = $FC ; drops
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CTEMP = $FC ; wires
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INH = $FD
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BUF1H = $FD ; drops
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OUTL = $FE
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BUF2L = $FE ; drops
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OUTH = $FF
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BUF2H = $FF ; drops
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