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126 lines (96 loc) · 4.14 KB
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Memory.asm
File metadata and controls
126 lines (96 loc) · 4.14 KB
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zpLow = $02
zpHigh = $03
gameStatus = $04
dataPointer = $05 ;to 06
zpTemp = $07
voice1Attack = $10
voice1Decay = $11
voice1Sustain = $12
voice1Release = $13
voice1FreqL = $14
voice1FreqH = $15
voice1PulseL = $16
voice1PulseH = $17
voice1Voice = $18
voice1RingMod = $19
voice1Delay = $1A
voice2Attack = $1B
voice2Decay = $1C
voice2Sustain = $1D
voice2Release = $1E
voice2FreqL = $1F
voice2FreqH = $20
voice2PulseL = $21
voice2PulseH = $22
voice2Voice = $23
voice2RingMod = $24
voice2Delay = $25
voice3Attack = $26
voice3Decay = $27
voice3Sustain = $28
voice3Release = $29
voice3FreqL = $2A
voice3FreqH = $2B
voice3PulseL = $2C
voice3PulseH = $2D
voice3Voice = $2E
voice3RingMod = $2F
voice3Delay = $30
volume = $31
displayValue = $32
scnDigits = $33 ;to $34
cursorX = $35
cursorXHi = $36
cursorY = $37
cursorCounter = $38
joyCounter = $39
screenChangeFlag = $3A
digitChangeCounterMinor = $3B
digitChangeCounterMajor = $3C
tmpChar = $40 ;to $42
voice1Counter = $50
voice2Counter = $51
voice3Counter = $52
sysTI_A2 = $A2
sysKeyCode_C5 = $C5
sysIntVectorLo_0314 = $0314
sysIntVectorHi_0315 = $0315
*=$1000
tbl_ScnPointerLo byte $00, $28, $50, $78, $a0, $c8, $f0, $18
byte $40, $68, $90, $b8, $e0, $08, $30, $58
byte $80, $a8, $d0, $f8, $20, $48, $70, $98, $c0
tbl_ScnPointerHi byte $04, $04, $04, $04, $04, $04, $04, $05
byte $05, $05, $05, $05, $05, $06, $06, $06
byte $06, $06, $06, $06, $07, $07, $07, $07, $07
tbl_CursorX byte 144, 216, 32
tbl_CursorXHi byte 0, 0, 1
tbl_CursorY byte 80, 96, 112, 128, 144, 160, 176, 192, 208, 224, 240
tbl_CursorScreenX byte 15, 24, 33
tbl_CursorScreenY byte 4, 6, 8, 10, 12, 14, 16, 18, 20, 22, 24
tbl_OffSets byte 0, 11, 22
tbl_MaxValue byte 15, 15, 15, 15, 255, 255, 255, 255, 4, 1, 255
tbl_VoiceTypes text 'off'
text 'tri'
text 'saw'
text 'rec'
text 'noi'
tbl_VoiceTypeValue byte 00, 17, 33, 65, 129
tbl_RingMod text ' no'
text 'yes'
spriteNumberMask byte %00000001, %00000010, %00000100, %00001000
byte %00010000, %00100000, %01000000, %10000000
;screen data
SCNMAIN = $2000
COLMAIN = $23E8
SCNHELP = $27d0
COLHELP = $2bb8
*=$2000
incbin "scnSimpleFX.bin"
;character set
CHARRAM = 12
*=$3000
incbin "charsSimpleFX.cst", 0, 63
;sprite data
SPRITERAM = 224
*=$3800
incbin "spritesSimpleFX.spt", 1, 1, true