mirror of
https://github.com/a2-4am/4cade.git
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302 lines
12 KiB
Plaintext
302 lines
12 KiB
Plaintext
;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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; 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 4 flags:
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READMAINMEM = $C002 ; STA to read from main mem
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READAUXMEM = $C003 ; STA to read from aux mem
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WRITEMAINMEM = $C004 ; STA to write to main mem
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WRITEAUXMEM = $C005 ; STA to write to aux mem
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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 ; 40 columns (also used to get out of DHGR mode)
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SET80VID = $C00D ; 80 columns (also used to get into DHGR mode)
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PRIMARYCHARSET= $C00E ; no mousetext for you
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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 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
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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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; 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
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gStackSize = 6 ; seems like only six are needed
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gPathname = $BFD0 ; used by SetPath/AddToPath
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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 = $2025 ; used by ProBoot
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gSearchIndex = $6000
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gSearchCache = $A000
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; LC RAM 1 & 2
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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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iLoadFXDATA = iLoadXSingle-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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iHGRPrecomputed1Bit = iBuildDHGRSparseBitmasks1Bit-3
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iBuildHGRSparseBitmasks2Bit = iHGRPrecomputed1Bit-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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iSetupPrecomputed3Bit = iRippleCoordinates2Bit-3
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iReverseCoordinates3Bit = iSetupPrecomputed3Bit-3
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iRippleCoordinates3Bit = iReverseCoordinates3Bit-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
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DisableAccelerator = $DFB4
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EnableAccelerator = DisableAccelerator+3
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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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PRELAUNCH_STANDARD_SIZE = 61 ; LoadStandardPrelaunch, eventually to be determined at build-time
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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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PrelaunchInit = $EB
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; 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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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
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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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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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_CONSTANTS_=*
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}
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