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dp 98 usage.txt
executable file
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dp 98 usage.txt
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*
* Detailed explanation of direct page $98 usage.
*
00 - shadows of color registers
01 - .
02 - .
03 - .
04 - .
05 - .
06 - .
07 - .
08 - .
09 - .
0A - .
0B - .
0C - .
0D - .
0E - .
0F - end color registers
10 - counter inc'd by IRQ, goes from 0 - 2
11,12 - active threads list head pointer
13,14 - free list head pointer for list at $A9E0
15,16 - current active thread
17,18 - active shapes head pointer
19,1A - zeroed by $D7A5
1B,1C - free list head pointer for list at $9900
1D,1E - free list head pointer for list at $B0E8
1F,20 - list head pointer: moms, dads, mikeys
21,22 - list head pointer
23,24 - list head pointer
25 -
26 -
27 -
28 -
29 -
2A -
2B,2C - something to do with player score?
2D,2E -
2F,30 - current button bits
31,32 - last button bits
33 -
34 -
35 -
36 -
37 -
38 -
39 -
3A -
3B -
3C -
3D -
3E -
3F - current player - 1 or 2
40 - D160 inits it to 2
41 - D148 initializes it to $60
42 - IRQ ticker value?
43 -
44 -
45 - shadow soft switch $C900 - RWCNTL for rom bank switching and screen inversion
46,47 - something with player score?
48 -
49,4A - head of $B354 list?
4B -
4C -
4D -
4E -
4F -
50 -
51 - number of credits: shadow of first CMOS ram byte
52 - used by player movement instead of joystick bits - intro?
53 -
54,55 - sound: pointer to current note in current song
56 - sound: current song priority (cf. D3C7 and D3E0)
57 - sound: duration of current note
58 - sound: repetition of current note
59 - some kind of runtime status
bit 0: player on screen?
bit 7: player controlled by joystick?
; current player data
5A -
5B -
5C,5D - pointer to current player shape (dimensions, raster address)
5E,5F - pointer
60 -
61 -
62 -
63 -
64,65 - player X
66 - player Y
67 - ? cleared by player init
68 -
69 -
6A -
6B -
6C -
6D -
6E,6F - pointer to player shape
70 - player animation period (0->1)
71 - player animation step
72,73 - pointer to player animation table (running up, down, left, right, etc)
74,75 -
76,77 -
78,79 -
7A -
7B -
7C,7D -
7E,7F -
80,81 -
82,83 -
84 - last random number
85,86 - random number randomizers
87 -
88 -
89 -
8A - number of enforcer bullets on screen
8B -
8C -
8D - human bonus multiplier (1, 2, 3, 4 or 5)
8E -
8F -
90 -
91 -
92 -
93 -
94 -
95 -
96 - zeroed by $5B40
97 - zeroed by $5B40
98 - zeroed by $5B40
99 - zeroed by $5B40
9A -
9B -
9C -
9D -
9E -
9F -
A0 -
A1 -
A2 -
A3 -
A4 -
A5 -
A6 -
A7 -
A8 -
A9 -
AA -
AB -
AC -
AD,AE - set to B3E4 at F009
AF -
B0 -
B1 -
B2 -
B3 -
B4 -
B5 -
B6 -
B7 -
B8 -
B9 -
BA -
BB -
BC - zeroed by $4680
BD - zeroed by $4680
BE - zeroed by $4680
BF - zeroed by $4680
C0,C1 - free list head pointer for list at $BBE4
C2 -
C3 -
C4 -
C5 -
C6 -
C7 -
C8 -
C9 -
CA -
CB -
CC -
CD -
CE -
CF - poked into $CA01; set variously to $00, $11, $66, $99, $AA, ...
D0 - cleared at initialization
D1 - set to 1 at initialization
D2 - height on the character set - either 5 or 7 set to 7 at initialization
D3,D4 - set to current thread? at initialization
D5 - cleared at initialization
D6 -
D7 - cleared at initialization
D8 -
D9 -
DA -
DB -
DC -
DD -
DE -
DF -
E0 -
E1 -
E2 -
E3 -
E4 -
E5 -
E6 -
E7 -
E8 -
E9 -
EA -
EB -
EC -
ED -
EE -
EF -
F0 - inc'd by player score routine
F1 -
F2 -
F3 - used by SNEAKY CHECKSUM
F4 - cleared by startup thread at $77A8
F5 -
F6 -
F7 -
F8 -
F9 -
FA -
FB -
FC -
FD -
FE -
FF -