total-carnage/RAM.ASM

81 lines
2.3 KiB
NASM
Raw Normal View History

2021-04-06 15:15:31 -07:00
.FILE 'RAM.ASM'
.TITLE "RAM DEFINITIONS"
**************************************************************************
* *
* COPYRIGHT (C) 1988 WILLIAMS ELECTRONICS GAMES, INC. *
* ALL RIGHTS RESERVED. *
* *
**************************************************************************
.OPTION B,D,L,T
*
*GLOBALS IN THIS FILE
*RAM EQUATES
.GLOBAL BBACTIVE,BBFREE,BACKSLST,NOAUTOE,RAND,SWSTACK,SWTEMP1
.GLOBAL SWTEMP2,SWSTMN,SWSTST,SYSCOPY,INTSYNC0,INTSYNC1
.GLOBAL PALRAM,FPALRAM,BPALRAM,PTRRAM,CURPAL,COLRTEMP
.GLOBAL COLRTEND,IRQSKYE,P1DATA,P2DATA,PCNT
.GLOBAL GAMSTATE,SOUNDSUP,GAMERASE,WAVE
.GLOBAL P1CTRL,P2CTRL
; EXTERNAL
.INCLUDE "\VIDEO\SYS\SYS.INC" ;Z UNIT SYSTEM EQUATES
.INCLUDE "MPROC.EQU" ;MPROC EQUATES
.INCLUDE "GAME.EQU"
.SECT "NFIXED" ;MISC. LIST FIXED AREA
BBACTIVE .LONG 0
BBFREE .LONG 0
*SUPPLEMENTAL LIST HEADERS (MAKE SURE YOU ZERO THESE IN MYOINIT)
BACKSLST .LONG 0
.LONG 0
.LONG 0
.LONG 0
.LONG 0
.LONG 0
.LONG 0
.LONG 0
.EVEN
.BSS PCNT,16 ;FRAME COUNTER
.BSS NOAUTOE,16 ;TURN AUTO ERASE OFF FOR DEBUG
.BSS RAND,32
.BSS SWSTACK,32 ;STACKED SWITCHES
.BSS SWTEMP1,32
.BSS SWTEMP2,32
.BSS SWSTMN,256 ;BOTTOM OF STACK
.BSS SWSTST,0 ;START SWITCH STACK
.BSS SYSCOPY,16 ;RAM COPY OF SYSCTRL LATCH
.BSS INTSYNC0,16 ;HALF SCREEN INTERRUPT SYNCHRO.\ __ KEEP THESE
.BSS INTSYNC1,16 ;FULL SCREEN INTERRUPT SYNCHRO./ TOGETHER.
.BSS PALRAM,0 ;PALETTE ALLOCATOR RAM
.BSS FPALRAM,PALRSIZ*NMFPAL
.BSS BPALRAM,PALRSIZ*NMBPAL
.BSS PTRRAM,PTRSIZ*NUMPTR
.BSS CURPAL,16 ;CURRENT PALETTE FOR STUFOBJ TO USE
.BSS SKYCOLOR,16 ;CURRENT FULL BRIGHTNESS SKY COLOR VALUE
.BSS IRQSKYE,16 ;ACTUAL SKY COLOR (AUTOERASE)
.BSS P1DATA,PDSIZE ;PLAYER ONE DATA
.BSS P2DATA,PDSIZE ;PLAYER TWO DATA
.BSS GAMSTATE,16 ;GAME STATE VARIABLE : 10 = INGAME
; 18 = ININTRO
; 20 = INPLAY
; 30 = INAMODE
; 40 = INDIAG
.BSS P1CTRL,16 ;PLAYER 1 CONTROL BITS
.BSS P2CTRL,16 ;PLAYER 2 CONTROL BITS
.BSS WAVE,16 ;WAVE CURRENTLY BEING PLAYED
.BSS SOUNDSUP,16 ;IF<>1 THEN NO SOUNDS SHALL BE MADE
.BSS GAMERASE,16 ;0 = NO GAME AUTOERASE SCHEME
;1 = GAME AUTOERASE, OFF AT SCREEN END.
;2 = GAME AUTOERASE, OFF AT MID-SCREEN.
.END