4cade/src/constants.a

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;license:MIT
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;(c) 2018-2021 by 4am
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;
;------------------------------------------------------------------------------
; YE OLDE GRAND UNIFIED MEMORY MAP
;
; LC RAM BANK 1
; D000..E7D2 - persistent data structures (gGlobalPrefsStore, gGamesListStore)
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; E9EE..FFEE - main program code
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; FFEF..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
;
; LC RAM BANK 2
; D000..D3FF - ProRWTS data
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; D400..D6C3 - ProRWTS code
; D6C4..DB91 - HGR font code & ProRWTS glue code
; DB92..DBA1 - backup of stack (during gameplay and self-running demos)
; ...unused...
; DBB4..DBFF - (de)acceleration function
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; DC00..DFFF - HGR font data
;------------------------------------------------------------------------------
!ifndef _CONSTANTS_ {
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; soft switches
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KBD = $C000 ; last key pressed (if any)
CLEARKBD = $C010 ; clear last key pressed
STOREOFF = $C000 ; STA then use the following 4 flags:
READMAINMEM = $C002 ; STA to read from main mem
READAUXMEM = $C003 ; STA to read from aux mem
WRITEMAINMEM = $C004 ; STA to write to main mem
WRITEAUXMEM = $C005 ; STA to write to aux mem
CLRC3ROM = $C00A ; STA to use internal Slot 3 ROM (required to use 128K and DHGR)
SETC3ROM = $C00B ; STA to use external Slot 3 ROM (required to detect VidHD in slot 3)
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CLR80VID = $C00C ; 40 columns (also used to get out of DHGR mode)
SET80VID = $C00D ; 80 columns (also used to get into DHGR mode)
PRIMARYCHARSET= $C00E ; no mousetext for you
SLOT3STATUS = $C017 ; bit 7 only
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TBCOLOR = $C022 ; IIgs text foreground and background colors (also VidHD)
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)
SHADOW = $C035 ; IIgs auxmem-to-bank-E1 shadowing (also VidHD)
TEXTMODE = $C051
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PAGE1 = $C054 ; page 1 (affects text, HGR, DHGR)
PAGE2 = $C055 ; page 2 (affects text, HGR, DHGR)
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DHIRESON = $C05E ; double hi-res on switch
DHIRESOFF = $C05F ; double hi-res off switch
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; ROM routines and addresses
; (prefixed because so much of the program runs from LC RAM, so don't call
; these without thinking about memory banks first)
ROM_TEXT2COPY =$F962 ; turn on alternate display mode on IIgs
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ROM_REBOOT = $FAA6
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ROM_TEXT = $FB2F
ROM_MACHINEID =$FBB3
ROM_HOME = $FC58
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ROM_COUT = $FDED
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ROM_NORMAL = $FE84 ; NORMAL text (instead of INVERSE or FLASH)
ROM_IN0 = $FE89 ; SETKBD
ROM_PR0 = $FE93 ; SETVID
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; zero page during init ONLY
zpMachineStatus= $F0 ; bit 7 = 1 if machine has joystick
; bit 6 = 1 if machine has 128K
; bit 5 = 1 if machine has a VidHD card
; bit 4 = 1 if machine is a IIgs
; 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
PARAM = $00 ; word (used by PARAMS_ON_STACK macro, so basically everywhere)
PTR = $02 ; word
SRC = $04 ; word
DEST = $06 ; word
SAVE = $08 ; word
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WINDEX = $0A ; word
WCOUNT = $0C ; word
HTAB = $24 ; byte
VTAB = $25 ; byte
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RNDSEED = $4E ; word
; textrank
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BestMatchIndex = $E5 ; word
tmpx = $E7 ; byte
remainder = $E8 ; word
num1 = $EA ; word
num2 = $EC ; byte
Timeout = $ED ; 3 bytes (used by SearchMode)
zpword = $F0 ; word
zpstring = $F2 ; word
runningscore= $F4 ; word
startat = $F6 ; byte
i = $F7 ; byte
tmp = $F8 ; byte
gamelength= $F9 ; byte
firstletter= $FA ; byte
MatchCount = $FB ; byte
BestMatchScore = $FC ; byte
; $FE ; used by ParseGamesList
; $FF ; used by ParseGamesList
; main memory
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gPathname = $BFD0 ; used by SetPath/AddToPath
gKeyLen = $1F00 ; used by ParseGamesList
gKey = $1F01
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UILine1 = $1FB0
UILine2 = $1FD8
UI_ToPlay = $1FF7
gValLen = $1F80
gVal = $1F81
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; LC RAM 1
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iLoadFileDirect = $FFEF
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WaitForVBL = $FFF2
UnwaitForVBL = $FFF5
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MockingboardStuff = $FFF8 ; bit 7 = 1 if speech chip present (Mockingboard "C")
; bit 6 = 1 if Mockingboard "B" (stereo) found (else Mockingboard "A")
; bit 4-5 unused
; bits 0-3: slot number
MachineStatus = $FFF9
; LC RAM 2
DisableAccelerator = $DBB4
EnableAccelerator = DisableAccelerator+3
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; AND masks for MockingboardStuff
MOCKINGBOARD_SLOT = %00001111
HAS_SPEECH = %10000000
; AND masks for game info bitfield (after game display name in gGamesListStore)
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HAS_DHGR_TITLE = %10000000 ; this one is hard-coded via BMI instead of AND/BNE
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CHEAT_CATEGORY = %00001111
; AND masks for MachineStatus
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HAS_JOYSTICK = %10000000
HAS_128K = %01000000
IS_IIGS = %00100000 ; /!\ do not use this to gate SHR, use SUPPORTS_SHR instead
HAS_VIDHD = %00010000
SUPPORTS_SHR = %00110000
CHEATS_ENABLED = %00001000
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; shared symbols for prelaunch and effects to call ProRWTS2 functions
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iCurBlockLo = $D401 ; constant
iCurBlockHi = $D403 ; constant
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launchpatch = $D662 ; glue.launch.a
iAddToPath = $FE8F ; Roger Rabbit, avoid, use Infiltrator 2 style instead
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itraverse = $D959 ; Roger Rabbit, avoid, use Infiltrator 2 style instead
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ldrlo = $55 ; constant
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ldrhi = $56 ; constant
namlo = $57 ; constant
namhi = $58 ; constant
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ldrlo2 = $64 ; constant
ldrhi2 = $65 ; constant
_CONSTANTS_=*
}