Change tab spacing and removed HIMEM segment

This commit is contained in:
StewBC 2021-04-30 14:18:37 -07:00
parent 579373335d
commit 69a9bd0d3c

View File

@ -9,84 +9,84 @@
.segment "ZEROPAGE"
;-----------------------------------------------------------------------------
currPageH: .res 1 ; $02 or $04 - Hi for screen buffer to draw t0
backPage: .res 1 ; 0 or 1 - just used to toggle HISCR or LOSCR
monochrome: .res 1 ; 0 for color, 1 for black and white
leftEdge: .res 1 ; distance the screen has scrolled to the right
currPageH: .res 1 ; $02 or $04 - Hi for screen buffer to draw t0
backPage: .res 1 ; 0 or 1 - just used to toggle HISCR or LOSCR
monochrome: .res 1 ; 0 for color, 1 for black and white
leftEdge: .res 1 ; distance the screen has scrolled to the right
cameraMode: .res 1
tilesRendered: .res 1 ; count the number of tiles shown in a screen. Used to time music delay
tilesRendered: .res 1 ; count the number of tiles shown in a screen. Used to time music delay
willyXPos: .res 1 ; column for willy
willyYPos: .res 1 ; pixel-row for willy
willyYRow: .res 1 ; row (YPos / 8) for willy
willyFrame: .res 1 ; willy animation frame
willyDir: .res 1 ; direction willy is facing
willyJumpCounter: .res 1 ; what phase of a jump willy is in
willyFallFromJump: .res 1 ; 0 or 1. 1 when willy starts jumping. Affects falling death
willyXPos: .res 1 ; column for willy
willyYPos: .res 1 ; pixel-row for willy
willyYRow: .res 1 ; row (YPos / 8) for willy
willyFrame: .res 1 ; willy animation frame
willyDir: .res 1 ; direction willy is facing
willyJumpCounter: .res 1 ; what phase of a jump willy is in
willyFallFromJump: .res 1 ; 0 or 1. 1 when willy starts jumping. Affects falling death
numSprites: .res 1 ; how many sprites (excl. willy) to draw in a level (door is last)
spriteXPos: .res MAX_SPRITES ; col position of the sprite
spriteYPos: .res MAX_SPRITES ; pixel row
spriteDir: .res MAX_SPRITES ; facing direction
spriteMin: .res MAX_SPRITES ; min (turn/hold) point for path
spriteMax: .res MAX_SPRITES ; max point for path
spriteSpeed: .res MAX_SPRITES ; speed (frames/pixels) to move the sprite
spriteTick: .res MAX_SPRITES ; counter how often a sprite animates (spritespeed as init)
spriteFramesIdx: .res MAX_SPRITES ; Index into
spriteFrame: .res MAX_SPRITES ; which frame the sprite is on
spriteClass: .res MAX_SPRITES ; see CLASS_* in defs.inc for masks
spriteColor: .res MAX_SPRITES ; index into masks<Left|Right> in rosystem.inc
numSprites: .res 1 ; how many sprites (excl. willy) to draw in a level (door is last)
spriteXPos: .res MAX_SPRITES ; col position of the sprite
spriteYPos: .res MAX_SPRITES ; pixel row
spriteDir: .res MAX_SPRITES ; facing direction
spriteMin: .res MAX_SPRITES ; min (turn/hold) point for path
spriteMax: .res MAX_SPRITES ; max point for path
spriteSpeed: .res MAX_SPRITES ; speed (frames/pixels) to move the sprite
spriteTick: .res MAX_SPRITES ; counter how often a sprite animates (spritespeed as init)
spriteFramesIdx: .res MAX_SPRITES ; Index into
spriteFrame: .res MAX_SPRITES ; which frame the sprite is on
spriteClass: .res MAX_SPRITES ; see CLASS_* in defs.inc for masks
spriteColor: .res MAX_SPRITES ; index into masks<Left|Right> in rosystem.inc
movementMask: .res 1 ; movement that happened in willyMove. See MASK_* in defs.inc
userKeyMask: .res 1 ; user desire to move based on keys pressed. See MASK_* in defs.inc
conveyorMask: .res 1 ; 0, willy not on conveyor, 2 for left, 1 for right
movementMask: .res 1 ; movement that happened in willyMove. See MASK_* in defs.inc
userKeyMask: .res 1 ; user desire to move based on keys pressed. See MASK_* in defs.inc
conveyorMask: .res 1 ; 0, willy not on conveyor, 2 for left, 1 for right
currLevel: .res 1 ; level that's active
lives: .res 1 ; lives in reserve
airCols: .res 1 ; screen columns that have an air bar in them
airTipGfx: .res 1 ; the bit pattern for the tip of the air bar
airFlow: .res 1 ; the "tick" till a unit of air is decreased
livesFrame: .res 1 ; anim frame for the walking willy's at the bottom
keysFrameNum: .res 1 ; animation frame for keys in the level (color)
conveyorFrameNum: .res 1 ; animation frame for conveyor tile to be active
keysToCollect: .res 1 ; number of keys that remain to be collected
currLevel: .res 1 ; level that's active
lives: .res 1 ; lives in reserve
airCols: .res 1 ; screen columns that have an air bar in them
airTipGfx: .res 1 ; the bit pattern for the tip of the air bar
airFlow: .res 1 ; the "tick" till a unit of air is decreased
livesFrame: .res 1 ; anim frame for the walking willy's at the bottom
keysFrameNum: .res 1 ; animation frame for keys in the level (color)
conveyorFrameNum: .res 1 ; animation frame for conveyor tile to be active
keysToCollect: .res 1 ; number of keys that remain to be collected
eventState: .res 1 ; see EVENT_* in defs.inc for bitmask values
updateUICount: .res 1 ; updateUI is called when non-zero
uiComponent: .res 1 ; See UI_COMPONENT_* in defs.inc for mask values. What UI to update
fullScreenClearCount: .res 1 ; 0 - clear only top, non-zero all. Is counted down by gameAI
eventState: .res 1 ; see EVENT_* in defs.inc for bitmask values
updateUICount: .res 1 ; updateUI is called when non-zero
uiComponent: .res 1 ; See UI_COMPONENT_* in defs.inc for mask values. What UI to update
fullScreenClearCount: .res 1 ; 0 - clear only top, non-zero all. Is counted down by gameAI
musicL: .res 1 ; pointer or index for playing music
musicH: .res 1 ; hi pointer for playing UI music
audioMask: .res 1 ; see AUDIO_* in defs.inc
musicL: .res 1 ; pointer or index for playing music
musicH: .res 1 ; hi pointer for playing UI music
audioMask: .res 1 ; see AUDIO_* in defs.inc
demoMode: .res 1 ; 0 - not a demo, 1 when demo mode active
demoTimer: .res 1 ; in demo mode, scroll when counter is 0
demoDirection: .res 1 ; direction the demo scroll will move the screen
demoMode: .res 1 ; 0 - not a demo, 1 when demo mode active
demoTimer: .res 1 ; in demo mode, scroll when counter is 0
demoDirection: .res 1 ; direction the demo scroll will move the screen
cheatIndex: .res 1 ; count cheat code entry or when active, if 6 is down
cheatActive: .res 1 ; non-zero when the cheat was successfully entered
cheatIndex: .res 1 ; count cheat code entry or when active, if 6 is down
cheatActive: .res 1 ; non-zero when the cheat was successfully entered
;-----------------------------------------------------------------------------
tempBlock: .res 13 ; widely used z-page general memory
srcPtrL := tempBlock + 0 ; often a pointer Lo
srcPtrH := tempBlock + 1 ; often a pointer Hi
dstPtrL := tempBlock + 2 ; often a pointer Lo
dstPtrH := tempBlock + 3 ; often a pointer Hi
sizeL := tempBlock + 4 ; sometimes a size used in ptr operations
sizeH := tempBlock + 5 ; sometimes a size used in ptr operations
tmpBot := tempBlock + 6 ; start of block of 6 zp values used randomly
tempBlock: .res 13 ; widely used z-page general memory
srcPtrL := tempBlock + 0 ; often a pointer Lo
srcPtrH := tempBlock + 1 ; often a pointer Hi
dstPtrL := tempBlock + 2 ; often a pointer Lo
dstPtrH := tempBlock + 3 ; often a pointer Hi
sizeL := tempBlock + 4 ; sometimes a size used in ptr operations
sizeH := tempBlock + 5 ; sometimes a size used in ptr operations
tmpBot := tempBlock + 6 ; start of block of 6 zp values used randomly
;-----------------------------------------------------------------------------
bitMasks: ; constant - used mostly for bit instruction
bit0Mask: .res 1 ; 1
bit1Mask: .res 1 ; 2
bit2Mask: .res 1 ; 4
bit3Mask: .res 1 ; 8
bit4Mask: .res 1 ; 16
bit5Mask: .res 1 ; 32
bit6Mask: .res 1 ; 64
bit7Mask: .res 1 ; 128
bitMasks: ; constant - used mostly for bit instruction
bit0Mask: .res 1 ; 1
bit1Mask: .res 1 ; 2
bit2Mask: .res 1 ; 4
bit3Mask: .res 1 ; 8
bit4Mask: .res 1 ; 16
bit5Mask: .res 1 ; 32
bit6Mask: .res 1 ; 64
bit7Mask: .res 1 ; 128
;-----------------------------------------------------------------------------
.segment "LOWMEM"
@ -112,6 +112,3 @@ highScore:
.byte "000000"
score:
.byte "000000"
;-----------------------------------------------------------------------------
.segment "HIMEM"