283 lines
8.9 KiB
NASM
283 lines
8.9 KiB
NASM
.FILE 'TROGRAM.ASM'
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.TITLE " <<< T R O G -- RAM DEFINITIONS >>>"
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**************************************************************************
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* *
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* COPYRIGHT (C) 1990 MIDWAY MANUFACTURING COMPANY, *
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* MANUFACTURERS OF BALLY/MIDWAY AMUSEMENT GAMES. *
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* ALL RIGHTS RESERVED. *
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* *
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**************************************************************************
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.OPTION B,D,L
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*
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*GLOBALS IN THIS FILE
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.INCLUDE "SYSINC.ASM"
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.INCLUDE "TROGEQU.ASM"
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.DEF SUPPLST, SUPPLEND, WAVEEGGS, DISPATCH_TABLE, WAVETIME
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.DEF WAVE_MUSIC, COLRTEMP, WDIFF_RAM_ST, WDIFF_RAM_END
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.DEF GDIFF_RAM_ST, GDIFF_RAM_END, BTIME, BUYNOW
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.DEF STOP_WAITING, STOP_GREETING, SKYCOLOR, PCYCLE_RAM
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.DEF TROG_INTRO_FLAG, WAVE_WATER, DINOSPEED, TROGSPEED
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.DEF STOP_SEARCH, START_BONE, HOUSES, TROG_PURSUIT, TUTOR
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.DEF TROG_PURSUIT_RESET, MAXBOZO, HOUSE_PITS, FIRE_DURATION
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.DEF BORDER_SUPP, TUNNEL, TUNNEL_UP, TUNNEL_SCORE, WHEEL_CNT
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.DEF NUM_WHEELS, APLAYDONE, FOREGROUND, BGND_TYPE
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.DEF WAVE_SHOW, WAVE_INSTRUCT, WAVE_BGND1, WAVE_BGND2
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.DEF START_SCORE, SPLAYER_NUM, SPLAYER_COL, WAVE_PSTUFF
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.DEF TIP1_FLAG, TIP2_FLAG, TIP3_FLAG, TIP4_FLAG, TIP5_FLAG
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.DEF TIP6_FLAG, TIP2A_FLAG, BAITER_TIME, TIP8_FLAG
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.DEF MAINTUNE, THRASHFLG, START_WAVE, SPRGSPEED
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.DEF FAST_TIME, POWERUP_DURATION, PXBARS, EGG_LIST, EGGS_LAID
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.DEF FREEZE_TIME, CSHOW6_FLAG, BONUS_WAVE, BONUS_TIME
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.DEF BONE_LIST, NUM_TROGS, TROG_CNT, VIRTUAL_TROGS, SMACK_CNT
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.DEF COCKTAIL, MAX_TROGSPEED, EGG_DIVISOR, EGG_GROUPS
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.DEF EGGS_AT_ONCE, TGEN_CNT, TGEN_CPTRS, LASTW_TROGS, SEC_FLAG
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.DEF EGG_SCHEME
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.SECT "NFIXED" ;MISC. LIST FIXED AREA
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BBACTIVE .LONG 0
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BBFREE .LONG 0
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*SUPPLEMENTAL LIST HEADERS (MAKE SURE YOU ZERO THESE IN MYOINIT)
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SUPPLST: ;START OF SUPPLEMENTAL LIST PTRS
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BACKSLST .LONG 0
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POSTSUPP .LONG 0
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P1BARS .LONG 0 ;PLAYER 1 BONES
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P2BARS .LONG 0 ;PLAYER 2 BONES
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P3BARS .LONG 0 ;PLAYER 3 BONES
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P4BARS .LONG 0 ;PLAYER 4 BONES
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PXBARS .LONG 0 ;INDESTRUCTIBLE BONES
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DINOS .LONG 0 ;DINOSAURS
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ENEMIES .LONG 0 ;STATIONARY ENEMIES
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TROGS .LONG 0 ;MOVING ENEMIES
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EGGS .LONG 0 ;EGGS FOR PICKUP
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HOUSE_PITS .LONG 0 ;PITS THAT COVER HOUSES
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BORDER_SUPP .LONG 0 ;LIST OF BONE BORDER OBJECTS
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HOUSELST .LONG 0 ;HOUSE OBJECTS
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SUPPLEND: ;END OF SUPPLEMENTAL LIST PTRS
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.LONG 0
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.LONG 0
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.LONG 0
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.LONG 0
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.LONG 0
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.LONG 0
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.EVEN
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.BSS NOAUTOE,16 ;TURN AUTO ERASE OFF FOR DEBUG
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.BSS PAGE,16 ;FLAG FOR CURRENT GRAPHICS PAGE
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.BSS RAND,32
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.BSS SWSTACK,32 ;SWITCH STACK
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.BSS SWTEMP1,32 ;SWITCH TIMING STORAGE FOR SWITCH
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.BSS SWTEMP2,32
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.BSS SW2TEMP1,32 ;SWITCH TIMING STORAGE FOR SWITCH2
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.BSS SW2TEMP2,32
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.BSS SWSTMN,256 ;BOTTOM OF STACK
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.BSS SWSTST,0 ;START SWITCH STACK
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.BSS SYSCOPY,16 ;RAM COPY OF SYSCTRL LATCH
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.BSS INTSYNC0,16 ;HALF SCREEN INTERRUPT SYNCHRO.\ __ KEEP THESE
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.BSS INTSYNC1,16 ;FULL SCREEN INTERRUPT SYNCHRO./ TOGETHER.
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.BSS PALRAM,0 ;PALETTE ALLOCATOR RAM
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.BSS FPALRAM,PALRSIZ*NMFPAL
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.BSS BPALRAM,PALRSIZ*NMBPAL
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.BSS PTRRAM,PTRSIZ*NUMPTR
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.BSS CURPAL,16 ;CURRENT PALETTE FOR STUFOBJ TO USE
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.BSS COLRTEMP,16*16 ;RAM COPY OF CYCLING COLORS
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.BSS COLRTEND,0 ;MARKER
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.BSS PCYCLE_RAM,16*PCOLRCNT ;PLAYER CYCLE COLORS
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.BSS SKYCOLOR,16 ;CURRENT FULL BRIGHTNESS SKY COLOR VALUE
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.BSS IRQSKYE,16 ;ACTUAL SKY COLOR (AUTOERASE)
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.BSS P1DATA,PDSIZE ;PLAYER ONE DATA
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.BSS P2DATA,PDSIZE ;PLAYER TWO DATA
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.BSS P3DATA,PDSIZE ;PLAYER THREE DATA
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.BSS P4DATA,PDSIZE ;PLAYER FOUR DATA
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.BSS NPLAYERS,16 ;MAX # OF PLAYERS ALLOWED
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.BSS STICKTYP,16 ;JOYSTICK TYPE, 0 = 4-WAY, 1 = 8-WAY
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.BSS COCKTAIL,16 ;IF = 1 THEN GAME IS IN COCKTAIL MODE
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.BSS GAME_STATE,16 ;GAME STATE VARIABLE : 10 = INGAME
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; 18 = ININTRO
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; 20 = INPLAY
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; 30 = INAMODE
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; 40 = INDIAG
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.BSS GRAMSTRT,0 ;START OF GAME RAM
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.BSS CURPLYRS,16 ;CURRENT NUMBER OF PLAYERS
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.BSS WAVE,16 ;CURRENT WAVE NUMBER
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.BSS SOUNDSUP,16 ;IF<>1 THEN NO SOUNDS SHALL BE MADE
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.BSS GAMERASE,16 ;0 = NO AUTO-ERASE SCHEME
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;1 = AUTO-ERASE, OFF AT SCREEN END.
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;2 = AUTO-ERASE, OFF AT MID-SCREEN.
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;3 = AUTO-ERASE, ON ALL THE TIME!
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.BSS BTIME,16 ;BUY IN TIMER
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.BSS BUYNOW,16 ;BUY IN WINDOW IS UP
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.BSS GDIFF_RAM_ST,0 ;START GAME DIFFICULTY RAM
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.BSS STOP_WAITING,16 ;STOP WAITING BEFORE DANGER AFTER THIS WAVE
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.BSS STOP_GREETING,16 ;STOP WAVING TO PLAYER UPON APPEARANCE
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.BSS STOP_SEARCH,16 ;STOP DINO SEARCH FOR BEST PATH
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.BSS START_BONE,16 ;WAVE TO START BONING THE PLAYER
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.BSS MAXBOZO,16,1 ;BOZO DISQUALIFY # OF CONSECUTIVE WAVES
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.BSS MAXBARS,16 ;MAX # ACTIVE BARS FOR EACH PLAYER
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.BSS LASTW_TROGS,16 ;NUMBER OF LAST WAVE TROGS TO KILL
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.BSS GDIFF_RAM_END,0 ;END GAME DIFFICULTY RAM
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.BSS TROG_INTRO_FLAG,16 ;TROG ONLY INTROS ONCE A GAME
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.BSS START_WAVE,16 ;WE STARTED ON THIS WAVE
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.BSS START_SCORE,32 ;SCORE TO ADD UPON FIRST START
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.BSS SPLAYER_NUM,16 ;PLAYER NUMBER THAT STARTED THIS GAME
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.BSS SPLAYER_COL,16 ;PLAYER COLOR THAT STARTED THIS GAME
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.BSS TIP1_FLAG,16 ;FLAGS FOR TROG TIPS
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.BSS TIP2_FLAG,16 ;IF = 0, THE TIP HAS NOT BEEN SHOWN.
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.BSS TIP2A_FLAG,16
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.BSS TIP3_FLAG,16
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.BSS TIP4_FLAG,16
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.BSS TIP5_FLAG,16
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.BSS TIP6_FLAG,16
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.BSS TIP8_FLAG,16
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.BSS CSHOW6_FLAG,16 ;FLAGS FOR CAVE SHOWS
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.BSS TUTOR,16 ;IF <> 0 THEN IN TUTORIAL MODE
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.BSS EGG_SCHEME,16 ;0 = SIMPLE, 1 = COMPLEX
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.BSS GRAMEND,0
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.BSS WRAMSTRT,0 ;START OF WAVE RAM (CLEARED AT THE START)
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.BSS WAVETIME,32 ;ELAPSED WAVE TIME
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.BSS WAVE_MUSIC,32 ;MUSIC FOR THIS WAVE
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.BSS WAVE_WATER,32 ;PROCESS THAT WILL CYCLE WATER THIS WAVE
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.BSS WAVE_BGND1,32 ;WAVE PRIMARY BACKGROUND
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.BSS WAVE_BGND2,32 ;WAVE SECONDARY BACKGROUND
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.BSS FOREGROUND,32 ;PTR TO FOREGROUND TABLE FOR THIS WAVE
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.BSS BGND_TYPE,16 ;TYPE OF BACKGROUND, 0 = GREEN, 1 = LAVA, ETC.
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.BSS DISPATCH_TABLE,32 ;CURRENT PROCESS DISPATCH TABLE
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.BSS TUNNEL,16 ;IF <> 0, THEN A TUNNEL IS ALLOWED
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.BSS TUNNEL_UP,16 ;IF <> 0, THEN A TUNNEL IS OUT
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.BSS TUNNEL_SCORE,32 ;SCORE TO BE AWARDED FOR TUNNELING
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.BSS WAVE_SHOW,32 ;CAVE SCENE DISPLAYED THIS WAVE
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.BSS WAVE_INSTRUCT,32 ;INSTRUCTIONS POSTED THIS WAVE
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.BSS WAVE_PSTUFF,32 ;PROCESS TO BRING OUT DINOS AND EGGS
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.BSS FAST_TIME,16 ;TIME TO BEAT FOR "FAST FINISH" BONUS
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.BSS EGG_LIST,32 ;IF <> 0, USE THIS LIST TO BRING OUT EGGS
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.BSS EGGS_LAID,16 ;IF <> 0, THEN THE EGGS ARE OUT FOR THIS WAVE
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.BSS BONE_LIST,32 ;IF <> 0, LAY THESE BONES
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.BSS HOUSES,16 ;IF 1, FIRST HOUSE HAS BEEN BUILT
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.BSS WHEEL_CNT,16 ;NUMBER OF WHEELS CURRENTLY ACTIVE
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.BSS TROG_CNT,16 ;NUMBER OF TROGS CURRENTLY ACTIVE
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.BSS SMACK_CNT,16 ;NUMBER OF FACE SMACKS BY SPRING DUDE
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.BSS FREEZE_TIME,16 ;TICKS LEFT THIS FREEZE
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.BSS POSTMAP,32 ;CURRENT ACTIVE POST MAP
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.BSS BOUNDRIES,32 ;BOUNDRY TABLE FOR THIS WAVE
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.BSS BOXDIM,32 ;TYPICAL BOX DIMENSIONS THIS WAVE
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.BSS MOVEMAP,MOVESIZE*NMOVES ;PLAYER MOVE MAP
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.BSS MOVEEND,0
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.BSS MOVECNT,16 ;NUMBER OF MOVES
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.BSS CMOVEMAP,CMOVESIZE*NCMOVES ;CENTER POINT MAP
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.BSS CMOVEEND,0
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.BSS CMOVECNT,16 ;NUMBER OF CENTER MOVES
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.BSS AMOVEMAP,AMOVESIZE*NAMOVES ;AUXILARY POINT MAP
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.BSS AMOVEEND,0
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.BSS AMOVECNT,16 ;NUMBER OF AUXILARY MOVES
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.BSS EMOVEMAP,EMOVESIZE*NEMOVES ;EXIT POINT MAP
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.BSS EMOVEEND,0
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.BSS EMOVECNT,16 ;NUMBER OF EXIT MOVES
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.BSS WDIFF_RAM_ST,0 ;START WAVE DIFFICULTY RAM
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.BSS WAVEEGGS,16 ;# OF EGGS TO COLLECT THIS WAVE
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.BSS DINOSPEED,16 ;INITIAL DINO VELOCITY THIS WAVE
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.BSS TROGSPEED,16 ;INITIAL TROG SPEED THIS WAVE
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.BSS TROG_PURSUIT,16 ;TROG PURSUES WITHIN THESE MOVES (< HARDER)
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.BSS TROG_PURSUIT_RESET,16 ;MOVES 'TIL PURSUIT RESET (< HARDER)
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.BSS FIRE_DURATION,16 ;TIME(IN TICKS) THAT A FIRE WILL BURN
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.BSS NUM_WHEELS,16 ;NUMBER OF SIMULTANEOUS WHEELS ALLOWED
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.BSS SPRGSPEED,16 ;INITIAL SPRING GUY SPEED
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.BSS POWERUP_DURATION,16 ;TIME(IN TICKS) POWER UP WILL EXIST
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.BSS VIRTUAL_TROGS,16 ;VIRTUAL # OF SIMULTANEOUS TROGS ALLOWED
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.BSS WDIFF_RAM_END,0 ;END WAVE DIFFICULTY RAM
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.BSS NUM_TROGS,16 ;ACTUAL # OF SIMULTANEOUS TROGS ALLOWED
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.BSS PAUSE_GAME,16 ;IF <> 0, THEN PAUSE GAME PLAY
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.BSS APLAYDONE,16 ;IF <> 0, A DINO HAS FINISHED A-MODE
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.BSS BAITER_TIME,16 ;WAVE TIME UNTIL WE START THE BAITER
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.BSS WAVE_OVER,16 ;IF <> 0, THEN THE WAVE HAS ENDED
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.BSS MAINTUNE,16 ;IF = 0 NORMAL MUSIC, IF = 1 HOME MUSIC
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.BSS THRASHFLG,16 ;TRASH ROCK TUNE IS PLAYING
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.BSS BONUS_WAVE,16 ;IF <> 0, THIS IS SOME TYPE OF BONUS
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.BSS BONUS_TIME,16 ;TIME FOR THIS BONUS WAVE
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.BSS MAX_TROGSPEED,16 ;MAX TROG SPEED THIS WAVE
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.BSS EGG_DIVISOR,16 ;# OF PLAYERS ALLOTED EGG SPOTS
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.BSS EGG_GROUPS,16 ;# OF EGG GROUPS PLOTTED
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.BSS EGGS_AT_ONCE,16 ;PLAYER ALLOWED THIS MANY EGGS AT ONCE
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.BSS TGEN_CNT,16 ;NUMBER OF TROG GENERATORS
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.BSS TGEN_CPTRS,32*8 ;PTR ARRAY TO GENERATOR CENTERS
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.BSS WRAMEND,0
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.BSS NRAMSTRT,16
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.BSS NRAMEND,0
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.BSS SEC_FLAG,16 ;SECURITY FLAG
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.END
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