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- ************************************************************************
- * *
- * [[[ NOP ]]] WORK AREA *
- * *
- ************************************************************************
- COMMON WORK,,D
- WORK_TOP:
- ; *** buffer etc. (100000H) ***
- COLOR_BUFFER_0 DS.B 2000H
- COLOR_BUFFER DS.B 2000H
- BACK1_BUFFER DS.B 1000H
- BACK2_BUFFER DS.B 1000H
- BACK3_BUFFER DS.B 1000H
- SOUND_BUFFER DS.B 100H
- CARD_BUFFER DS.B 100H
- TEXT_BUFFER DS.B 200H
- RANDOM_BUFFER DS.B 100H
- SORT_WORK DS.B 100H
- ORDER_BUFFER DS.B 128*2
- VPOS_BUFFER DS.W 180H
- BACK_VRAM DS.W 64*2
- CAL_MESS DS.B 100H
- DS.B 1000H-(*-SOUND_BUFFER)
- ; *** system area (108000H) ***
- A5_WORK DS.B 16
- REG_D0 DS.B 4
- REG_D1 DS.B 4
- REG_D2 DS.B 4
- REG_D3 DS.B 4
- REG_D4 DS.B 4
- REG_D5 DS.B 4
- REG_D6 DS.B 4
- REG_D7 DS.B 4
- REG_A0 DS.B 4
- REG_A1 DS.B 4
- REG_A2 DS.B 4
- REG_A3 DS.B 4
- REG_A4 DS.B 4
- REG_A5 DS.B 4
- REG_A6 DS.B 4
- REG_A7 DS.B 4
- REG_STACK DS.B 4*16
- MAIN_STEP DS.W 1 game main step
- MAIN_STEP_STORE DS.W 1 game main step store
- SUB_STEP DS.W 1 game sub step
- SUB_STEP_STORE DS.W 1 game sub step store
- SUB_SUB_STEP DS.W 1 spear step
- STOP_STEP DS.W 1 game stop mode step
- STOP_SUB_STEP DS.W 1 stop mode sub step
- DS.W 1
- LSPC_MODE_STORE DS.W 1 LSPC mode register output value
- SOUND_CODE_W DS.W 1 send outer sound code
- LSPC_TIMER1 DS.L 1
- LSPC_TIMER2 DS.L 1
- INT2_COUNT_BASE DS.W 1
- INT2_COUNT DS.W 1
- INT2_START DS.L 1
- LSPC_MODE_STOP DS.W 1 LSPC mode register for pause
- DS.B 100H-(*-A5_WORK)
- STOPPER DS.B 1 1/60 sec wait stopper
- LSPC_BUSY DS.B 1 LSPC access flag
- START_FLAG2 DS.B 1 game start flag
- FIRST_START DS.B 1 game start time
- SD_IN_POINT DS.B 1 sound code input pointer
- SD_OUT_POINT DS.B 1 sound code output pointer
- RANDOM_SEED DS.B 1 system randomlist seed
- MAKE_RANDOM DS.B 1 random make pointer
- READ_RANDOM DS.B 1 random read pointer
- ERROR_LEVER DS.B 1 system lever off
- SECOND_VALUE DS.B 1 1sec v-int count
- TEMP_ORDER DS.B 1 use order buffer number
- TEMP_SPG DS.B 1
- SPG_MODE DS.B 1
- MASTER_LWORK DS.B 8 step master LWORK No
- HIT_JUDGE_COUNT DS.B 2
- PG_NUMBER DS.B 16
- PAUSE_DI DS.B 1 !=0 pause disable
- SOUND_TEST_CODE DS.B 2
- TEST_PALETTE DS.B 2
- TEST_COLOR DS.B 2
- TEST_PG DS.B 2
- TEST_R DS.B 2
- TEST_G DS.B 2
- TEST_B DS.B 2
- STC20 DS.B 3
- STC21 DS.B 3
- DS.B 80H-(*-STOPPER)
- RANDOM_COUNT DS.W 1 random make
- MAIN_COUNT DS.L 1
- INT1_COUNT DS.L 1
- BGM_CODE DS.W 1 playing BGM code keep
- COLOR_STATE DS.W 1
- COLOR_FLAG DS.W 1
- COLOR_TIMER DS.W 1
- PAUSE_BUFFER DS.W 5
- DS.B 80H-(*-RANDOM_COUNT)
- ;
- ; *** for sprite display ***
- ;
- BACK_INFO DS.L 1
- PAL_IND_INFO DS.L 1 nop tool infomation
- PALETTE_INFO DS.L 1
- OBJT_INFO DS.L 1
- WINDOW_X DS.L 1
- WINDOW_Y DS.L 1
- OBJ_DIV_POINT DS.L 1
- OBJ1_MAP DS.B 8
- OBJ2_MAP DS.B 8
- OBJ3_MAP DS.B 8
- OBJ4_MAP DS.B 8
- OBJ_START EQU 0
- OBJ_SIZE EQU 2
- OBJ_USE EQU 4
- DB_TYPE EQU 6
- TEMP_SPRITE DS.W 1
- MAX_SPRITE DS.W 1
- START_V_ADRS DS.W 1
- START_V_VALUE DS.W 1
- TEMP_BIG_X DS.W 1
- TEMP_BIG_Y DS.W 1
- TEMP_BIG_VALUE DS.W 1
- TEMP_BIG_BIT DS.L 1
- TEMP_PAL_COM DS.W 1
- H_FLIP_FLAG DS.W 1
- ERACE_CHARA DS.W 1
- ERACE_16 DS.W 1
- VPOS_POINT DS.L 1
- CONV_TYPE DS.W 1
- CONV_MARK DS.L 1
- MASTER_PWORK DS.L 1
- ACTION_STACK DS.L 1
- TEMP_PAL_COM2 DS.W 1
- TEMP_CONV_START DS.W 1
- USE_COUNT DS.W 1
- OBJ_MAP_POINT DS.L 1
- DS.B 100H-(*-BACK_INFO)
- MESS_OUT_POINT DS.L 1
- MESS_COM_MODE DS.L 1
- MESS_DATA_POINT DS.W 1
- DS.B 400H-(*-A5_WORK)
- ;
- ; *** game original work ***
- ;
- AREA_No DS.W 1
- ROUND_No DS.W 1
- MAX_ROUND DS.W 1
- STAGE_TIME DS.W 1
- WIN_PLAYER DS.L 1
- WINNER_ROUND DS.W 1
- SELECT_PLAYER DS.W 1 <**************
- SEL_TIMER DS.W 1 <**************
- SEL_CURSOLE1 DS.W 1
- SEL_CURSOLE2 DS.W 1
- MIN_DISTANCE DS.W 1
- TEMP_DISTANCE DS.W 1
- TEMP_DISTANCE2 DS.W 1
- ACT_CHECK_MODE DS.W 1
- PLAYING_TYPE DS.W 1
- PHASE DS.W 1 game phase
- HOME_CREDIT DS.W 1
- DISP_CREDIT DS.W 1 for credit disp
- STORY_PLAYER DS.W 1 story mode player
- STORY_STAGE DS.W 1 story mode stage No
- LEVEL_ORG DS.W 1 original level
- LEVEL_ADD DS.W 1 level addition
- LEVEL_TEMP DS.W 1 temp level
- INSERT_POS DS.W 1 insert ... DISPLAY POSITION
- FLAME_POS DS.W 1
- FLAME_TYPE DS.W 1
- FLAME_COUNT DS.W 1
- FLAME_END DS.W 1
- BONUS_No DS.W 1
- BONUS_HERO DS.W 1
- KING_MUNE DS.W 1
- OLD_VS DS.W 1
- ROUND_DISP_No DS.W 1
- ATTACK_MUL DS.W 1
- BONUS_RANK DS.W 1
- HAOH_USE DS.W 1
- BONUS3_NORMA DS.W 1
- BONUS3_USE DS.W 1
- SCORE_LIFE DS.L 1
- SCORE_TIME DS.L 1
- SCORE_PER DS.L 1
- SCORE_TOTAL DS.L 1
- ST_TD_RANK DS.W 1
- ST_TL_RANK DS.W 1
- VS_TD_RANK DS.W 1
- VS_TL_RANK DS.W 1
- NAMING_PLAYER DS.L 1
- ST_IN_RANK DS.W 1
- VS_IN_RANK DS.W 1
- NAME_NAME_POS DS.W 1
- BACK2_ST_BIG DS.W 1
- ST_DEMO_MESSP DS.W 1
- SELC_MODE DS.W 1
- HOW_SPA_No DS.W 1
- DS.B 700H-(*-A5_WORK)
- LANGUAGE DS.B 1
- NEXT_AREA_F DS.B 1
- DEMO_OVER_FLAG DS.B 1
- DRAW_FLAG DS.B 1
- STAGE_END_FLAG DS.B 1
- DEMO_FLAG DS.B 1
- LP_MAIN_RUN DS.B 1
- NON_CTRL DS.B 1
- LANGUAGE_SD DS.B 1
- MAKE_DEMO_CUT DS.B 1
- STORY_LIFE DS.B 1
- STORY_SPIRIT DS.B 1
- IN_BONUS DS.B 1
- BONUS_DI DS.B 1
- BONUS_STATE_ON DS.B 1
- BONUS_WIN DS.B 1
- BONUS_TIMER DS.B 1
- SLOW_CUT DS.B 1
- HOW_TO_FLAG DS.B 1
- ST_DEMO_ON DS.B 1
- ST_BACK_FLAG DS.B 1
- ST_DEMO_IN DS.B 1
- TIME_UP_TIMER DS.B 1
- DS.B 800H-(*-A5_WORK)
- ; *** backup area (108800H) ***
- DEBUG_DIP1 DS.B 1
- DEBUG_DIP2 DS.B 1
- VERSION DS.W 1
- COIN_COUNT DS.W 1 coin sound counter
- DEMO_NUMBER DS.B 1
- HOW_MESS_No DS.B 1
- TODAY DS.L 1
- HI_SCORE DS.L 1
- RANK_TL_S DS.B 8*5
- RANK_TD_S DS.B 8*5
- RANK_TD_V DS.B 8*5
- RANK_TL_V DS.B 8*5
- DS.B 800H-(*-DEBUG_DIP1)
- ; *** logical & physical work (109000H) ***
- PWORK_START:
- PWORK10 DS.B 80H
- LWORK_START:
- LWORK11 DS.B 80H
- DS.B 100H*(96-1)
- PLAYER1 EQU LWORK11+0000H
- PLAYER2 EQU LWORK11+0100H
- HERO1 EQU LWORK11+0200H
- HERO2 EQU LWORK11+0300H
- HERO1S EQU LWORK11+0400H
- HERO2S EQU LWORK11+0500H
- BACK1 EQU LWORK11+0600H
- BACK2 EQU LWORK11+0700H
- TEXT1 EQU LWORK11+0800H
- TEXT2 EQU LWORK11+0900H
- RESERV1 EQU LWORK11+0A00H
- RESERV2 EQU LWORK11+0B00H
- RESERV3 EQU LWORK11+0C00H
- RESERV4 EQU LWORK11+0D00H
- RESERV5 EQU LWORK11+0E00H
- RESERV6 EQU LWORK11+0F00H
- MLWORK1 EQU RESERV5
- MLWORK2 EQU RESERV6
- HERO1_OBJ_START EQU (10H+0)*100H
- HERO2_OBJ_START EQU (10H+10H)*100H
- FREE_OBJ_START EQU (10H+20H)*100H
- ; *** flag buffer (10F000H) ***
- BIT_FLAG DS.B 100H
- BYTE_FLAG DS.B 100H
- DS.B 0F300H-(*-WORK_TOP)
- ;
- ; *** NEO-GEO system work (10F300H) ***
- ;
- SSP_END: ;supervisor stack
- DS.B 900H
- DS.B 180H
- SYS_WORK0:
- ; user read area
- SYSTEM_MODE DS.W 1 system working mode
- MVS_FLAG DS.B 1 consumer or M.V.S
- COUNTRY_CODE DS.B 1
- GAME_DIP DS.B 16
- INPUT_1 DS.B 6 I/O input value for player 1
- ; +0 controller type 0=non connect
- ; 1=nomal controller
- ; 2=expander
- ; 3=marjang
- ; 4=key board
- ; +1 before 1/60 sec real value (positive)
- ; +2 real value (positive)
- ; +3 edge (positiove)
- ; +4 edge or auto repeat (8/60 sec)
- ; +5 key repeat timer
- INPUT_2 DS.B 6 I/O input value for player 2
- INPUT_3 DS.B 6 I/O input value for player 3
- INPUT_4 DS.B 6 I/O input value for player 4
- INPUT_S DS.B 2 start & select button
- ; +0 real value (positive)
- ; +1 edge (positiove)
- ; bit (N-1)*2 player N start
- ; but (N-1)*2+1 player N select
- USER_REQUEST DS.B 1 request code for user by system
- ; 0 power on initialize
- ; 1 eye catch
- ; 2 demo,game
- USER_MODE DS.B 1 user job mode
- ; 0 power on initialize or eye catch
- ; 1 demo
- ; 2 in game
- CREDIT_DEC DS.L 1 credit decrement number P1-P4 (BCD)
- START_FLAG DS.W 1 player addtioin request or answer flag
- PLAYER_MODE DS.B 8 player condition
- ; 0 not start
- ; 1 in game
- ; 2 continue time
- ; 3 game over
- MESS_POINT DS.L 1 message buffer pointer
- MESS_BUSY DS.W 1 message buffer busy flag
- CARD_COMMAND DS.B 1 IC card acces command
- CARD_MODE DS.B 1 IC card command error job mode
- CARD_ANSWER DS.W 1 IC card command answer back
- CARD_START DS.L 1 IC card buffer start address
- CARD_SIZE DS.W 1 IC card buffer size
- CARD_FCB DS.W 1 IC card FCB
- CARD_SUB DS.W 1 IC card file sub No
- DATE_TIME DS.B 8 presnt date & time
- SELECT_TIMER DS.W 1
- DS.W 1 START_TEST
- DS.W 1 COIN_LEVER
- DS.B 80H-(*-SYS_WORK0)
- SYS_WORK1:
- CREDIT DS.B 4
- DS.L 1 SWITCH_STORE
- DS.B 8 UNDER_CREDIT
- DS.W 1 COIN1_CRD_NOR
- DS.W 1 COIN2_CRD_NOR
- DS.W 1 COIN1_CRD_CNT
- DS.W 1 COIN2_CRD_CNT
- DS.B 1 SELECT_FREE
- DS.B 1 NON_LIMIT
- DS.W 1 SELECT_LIMIT
- DS.B 1 DEMO_SOUND
- DS.B 1
- DS.W 1 INIT_MARK
- DS.W 1 SR_STORE
- DS.L 1 VERSION_BASE
- DS.B 2*16 GD_STORE
- DS.B 80H-(*-SYS_WORK1)
- SYS_WORK2:
- POWER_ON_ID DS.B 8 power on id-code
- SYS_INT1_TIMER DS.L 1 int 1 counter
- SYS_STOPPER DS.B 1 system stopper
- DS.B 1 Z80_BANK
- DS.W 1 SYSTEM_MODE2
- DS.W 1 CARD_TIMER
- DS.L 1 CARD_START2
- DS.W 1 CARD_SIZE2
- DS.W 1 CARD_FCB2
- DS.W 1 CARD_SUB2
- DS.B 20 DIR_BUFFER
- DS.W 5 DIR_NUMBER
- DS.B 1 FIX_STORE_FLAG
- DS.B 1 LED_OFF
- DS.B 1 IN_TEST
- DS.B 1 INST_MODE
- DS.B 1 START_BUSY
- DS.B 1 BACKUP_MODE
- DS.L 1 INST_RAD
- DS.B 1 INST_RCO
- DS.B 1 TITLE_MODE
- MESS_STACK DS.L 5
- DS.B 1
- DS.B 1
- INPUT_SS DS.B 2
- DS.B 2 INPUT_TT
- DS.B 1 KYOUSEI_MODE
- DS.B 1 SYS_STOP
- DS.B 1 CS_REMAIN
- DS.B 1 INT_OFF
- DS.W 1 INT1_TIMER2
- DS.B 1 MAJ_NOR
- DS.B 1
- INPUT_5 DS.B 6
- INPUT_6 DS.B 6
- DS.B 80H-(*-SYS_WORK2)
- MESS_BUFFER DS.B 100H system message buffer
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