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