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- .segment "ZEROPAGE"
- MaxNumPlayers = 2
- retraces: .res 1
- keydown: .res MaxNumPlayers
- keylast: .res MaxNumPlayers
- HasExtraRAM: .res 1 ; the compo cart will NOT have extra RAM
- random1: .res 2
- random2: .res 2
- psg_sfx_state: .res 32
- ScrollX: .res 2
- ScrollMode: .res 1
- TileCycleIndex: .res 1
- PlayerEnabled: .res MaxNumPlayers
- PlayerPX: .res MaxNumPlayers
- PlayerPYH: .res MaxNumPlayers
- PlayerPYL: .res MaxNumPlayers
- PlayerVYH: .res MaxNumPlayers
- PlayerVYL: .res MaxNumPlayers
- PlayerInvincible: .res MaxNumPlayers
- PlayerDropLock: .res MaxNumPlayers
- PlayerDead: .res MaxNumPlayers
- PlayerTeleportCooldown: .res MaxNumPlayers
- PlayerWasRunning: .res MaxNumPlayers ; was the player running when they jumped?
- PlayerXShifted: .res 1
- PlayerPowerEnabled: .res 1 ; set during player handler,
- ; is PowerType, but -1 if PowerTime is zero
- PlayerDir: .res MaxNumPlayers ; 0 or 1
- PlayerHead: .res MaxNumPlayers ; tile number
- PlayerBody: .res MaxNumPlayers ; not a tile number
- PlayerHeld: .res MaxNumPlayers ; tile number?
- PlayerPowerType: .res MaxNumPlayers ;
- PlayerPowerTime: .res MaxNumPlayers ; measured in 1/4 frames
- PlayerJumpCancelLock: .res MaxNumPlayers
- .enum
- APOWERUP_NONE
- APOWERUP_DIAGSHOOT
- APOWERUP_BOMBS
- APOWERUP_JUMP
- APOWERUP_BILLBLOCK
- .endenum
- PlayerLives: .res MaxNumPlayers
- PlayerHealth: .res MaxNumPlayers
- MaxHealthNormal = 4
- MaxHealthHard = 3
- MaxNumBlockUpdates = 4
- MaxNumTileUpdates = 7
- BlockUpdateA1: .res MaxNumBlockUpdates
- BlockUpdateA2: .res MaxNumBlockUpdates
- BlockUpdateB1: .res MaxNumBlockUpdates
- BlockUpdateB2: .res MaxNumBlockUpdates
- BlockUpdateT1: .res MaxNumBlockUpdates
- BlockUpdateT2: .res MaxNumBlockUpdates
- BlockUpdateT3: .res MaxNumBlockUpdates
- BlockUpdateT4: .res MaxNumBlockUpdates
- TileUpdateA1: .res MaxNumTileUpdates
- TileUpdateA2: .res MaxNumTileUpdates
- TileUpdateT: .res MaxNumTileUpdates
- StatusRow1: .res 28
- StatusRow2: .res 16
- Update28 = StatusRow1
- Update28Address: .res 2
- EnableNMIDraw: .res 1
- GameDifficulty: .res 1
- DIFFICULTY_STANDARD = 0
- DIFFICULTY_HARDER = 1
- DIFFICULTY_MOREHARD = 2
- LevelNumber: .res 1
- TempX: .res 1
- OamPtr: .res 1
- TempVal: .res 4
- FlashColor: .res 1
- TouchRight: .res 1
- TouchBottom: .res 1
- TouchTopA: .res 1
- TouchTopB: .res 1
- TouchLeftA: .res 1
- TouchLeftB: .res 1
- TouchWidthA: .res 1
- TouchWidthB: .res 1
- TouchHeightA: .res 1
- TouchHeightB: .res 1
- ; mul_factor_a: .res 1
- ; mul_factor_x: .res 1
- ; mul_product_lo: .res 1
- ; mul_product_hi: .res 1
- EnemyWidth: .res 1
- DispEnemyBodyType: .res 1
- DispEnemyWeapon: .res 1
- DispEnemyHead: .res 1
- NumScoreDigits = 5
- ScoreDigits: .res NumScoreDigits*2
- .res 1
- .segment "BSS"
- .res 14
- soundBSS: .res 64
- NumRowsMade: .res 1
- EditorBouncyFX: .res 1 ; a timer
- IsWarmboot: .res 1
- WarmbootData: .res 4
- PlayerStartPX: .res MaxNumPlayers
- PlayerStartPY: .res MaxNumPlayers
- MaxDelayedMetaEdits = 10
- DelayedMetaEditIndx: .res MaxDelayedMetaEdits
- DelayedMetaEditTime: .res MaxDelayedMetaEdits
- DelayedMetaEditType: .res MaxDelayedMetaEdits
- MaxExplosions = 5
- ExplosionPosX: .res MaxExplosions
- ExplosionPosY: .res MaxExplosions
- ExplosionSize: .res MaxExplosions
- ExplosionTime: .res MaxExplosions
- PowerupLen = 3
- PowerupPX: .res PowerupLen
- PowerupPY: .res PowerupLen
- PowerupVX: .res PowerupLen
- PowerupVY: .res PowerupLen
- PowerupF: .res PowerupLen
- ; E----TTT
- ; E - Enabled
- ; T - Type of powerup
- NeedPowerupSound: .res 1
- BothDeadTimer: .res 1
- VersusMode: .res 1
- VersusNeed2Win: .res 1
- VersusWins: .res MaxNumPlayers
- .enum
- VERSUS_NONE
- VERSUS_SCORE
- VERSUS_FIGHT
- .endenum
- BulletLen = 12
- ObjectLen = 14
- BulletPX: .res BulletLen
- BulletPXL: .res BulletLen
- BulletPY: .res BulletLen
- BulletPYL: .res BulletLen
- BulletVX: .res BulletLen
- BulletVXL: .res BulletLen
- BulletVY: .res BulletLen
- BulletVYL: .res BulletLen
- BulletLife: .res BulletLen
- BulletF: .res BulletLen ;flags
- ; EP--TTTT
- ; E - enabled
- ; P - player bullet, if 1 can damage enemies (as well as players!)
- ; T - type
- ObjectPX: .res ObjectLen
- ObjectPYH: .res ObjectLen
- ObjectPYL: .res ObjectLen
- ObjectVYH: .res ObjectLen
- ObjectVYL: .res ObjectLen
- ObjectF1: .res ObjectLen ; HHTTTTTD, Health, Type, Direction
- ObjectF2: .res ObjectLen ; ----SSSS, State
- ObjectF3: .res ObjectLen ; PPP-----, Parameter, Weapon
- ObjectTimer: .res ObjectLen ; when timer reaches 0, reset state
- BombDroppedIndex: .res 1
- ; level config
- LevelGoalType: .res 1
- LevelGoalParam: .res 1
- LevelEnemyPool: .res 16
- ScreenEnemiesCount: .res 1
- MaxScreenEnemies: .res 1
- LevelWon: .res 1
- Timer60: .res 1
- LevelConfigBytes: .res 8
- LevelMapPointer = LevelConfigBytes + 6
- LevelEditMode: .res 1
- LevelEditStartX: .res 1
- LevelEditStartY: .res 1
- IsMappedLevel: .res 1
- LevelEditKeyRepeat: .res 1
- IsScoreMode: .res 1
- IsFightMode: .res 1
- JustPickedFromMenu: .res 1
- NoLevelCycle: .res 1
- VersusPowerups: .res 1
- ScrollGameMode: .res 1
- ScrollGenerator: .res 1 ; types documented in scrollmode.s
- ScrollGenVars: .res 4
- EditorCurX: .res 1
- EditorCurY: .res 1
- EditorCurT: .res 1
- LevelBuf = $700
- BulletMap = LevelBuf - 64
- AttribMap = BulletMap - 64
- CollectMap = AttribMap - 32
- .code
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