WORK.INC 8.9 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521
  1. ************************************************************************
  2. * *
  3. * [[[ NOP ]]] WORK AREA *
  4. * *
  5. ************************************************************************
  6. COMMON WORK,,D
  7. WORK_TOP:
  8. ; *** buffer etc. (100000H) ***
  9. COLOR_BUFFER_0 DS.B 2000H
  10. COLOR_BUFFER DS.B 2000H
  11. BACK1_BUFFER DS.B 1000H
  12. BACK2_BUFFER DS.B 1000H
  13. BACK3_BUFFER DS.B 1000H
  14. SOUND_BUFFER DS.B 100H
  15. CARD_BUFFER DS.B 100H
  16. TEXT_BUFFER DS.B 200H
  17. RANDOM_BUFFER DS.B 100H
  18. SORT_WORK DS.B 100H
  19. ORDER_BUFFER DS.B 128*2
  20. VPOS_BUFFER DS.W 180H
  21. BACK_VRAM DS.W 64*2
  22. CAL_MESS DS.B 100H
  23. DS.B 1000H-(*-SOUND_BUFFER)
  24. ; *** system area (108000H) ***
  25. A5_WORK DS.B 16
  26. REG_D0 DS.B 4
  27. REG_D1 DS.B 4
  28. REG_D2 DS.B 4
  29. REG_D3 DS.B 4
  30. REG_D4 DS.B 4
  31. REG_D5 DS.B 4
  32. REG_D6 DS.B 4
  33. REG_D7 DS.B 4
  34. REG_A0 DS.B 4
  35. REG_A1 DS.B 4
  36. REG_A2 DS.B 4
  37. REG_A3 DS.B 4
  38. REG_A4 DS.B 4
  39. REG_A5 DS.B 4
  40. REG_A6 DS.B 4
  41. REG_A7 DS.B 4
  42. REG_STACK DS.B 4*16
  43. MAIN_STEP DS.W 1 game main step
  44. MAIN_STEP_STORE DS.W 1 game main step store
  45. SUB_STEP DS.W 1 game sub step
  46. SUB_STEP_STORE DS.W 1 game sub step store
  47. SUB_SUB_STEP DS.W 1 spear step
  48. STOP_STEP DS.W 1 game stop mode step
  49. STOP_SUB_STEP DS.W 1 stop mode sub step
  50. DS.W 1
  51. LSPC_MODE_STORE DS.W 1 LSPC mode register output value
  52. SOUND_CODE_W DS.W 1 send outer sound code
  53. LSPC_TIMER1 DS.L 1
  54. LSPC_TIMER2 DS.L 1
  55. INT2_COUNT_BASE DS.W 1
  56. INT2_COUNT DS.W 1
  57. INT2_START DS.L 1
  58. LSPC_MODE_STOP DS.W 1 LSPC mode register for pause
  59. DS.B 100H-(*-A5_WORK)
  60. STOPPER DS.B 1 1/60 sec wait stopper
  61. LSPC_BUSY DS.B 1 LSPC access flag
  62. START_FLAG2 DS.B 1 game start flag
  63. FIRST_START DS.B 1 game start time
  64. SD_IN_POINT DS.B 1 sound code input pointer
  65. SD_OUT_POINT DS.B 1 sound code output pointer
  66. RANDOM_SEED DS.B 1 system randomlist seed
  67. MAKE_RANDOM DS.B 1 random make pointer
  68. READ_RANDOM DS.B 1 random read pointer
  69. ERROR_LEVER DS.B 1 system lever off
  70. SECOND_VALUE DS.B 1 1sec v-int count
  71. TEMP_ORDER DS.B 1 use order buffer number
  72. TEMP_SPG DS.B 1
  73. SPG_MODE DS.B 1
  74. MASTER_LWORK DS.B 8 step master LWORK No
  75. HIT_JUDGE_COUNT DS.B 2
  76. PG_NUMBER DS.B 16
  77. PAUSE_DI DS.B 1 !=0 pause disable
  78. SOUND_TEST_CODE DS.B 2
  79. TEST_PALETTE DS.B 2
  80. TEST_COLOR DS.B 2
  81. TEST_PG DS.B 2
  82. TEST_R DS.B 2
  83. TEST_G DS.B 2
  84. TEST_B DS.B 2
  85. STC20 DS.B 3
  86. STC21 DS.B 3
  87. DS.B 80H-(*-STOPPER)
  88. RANDOM_COUNT DS.W 1 random make
  89. MAIN_COUNT DS.L 1
  90. INT1_COUNT DS.L 1
  91. BGM_CODE DS.W 1 playing BGM code keep
  92. COLOR_STATE DS.W 1
  93. COLOR_FLAG DS.W 1
  94. COLOR_TIMER DS.W 1
  95. PAUSE_BUFFER DS.W 5
  96. DS.B 80H-(*-RANDOM_COUNT)
  97. ;
  98. ; *** for sprite display ***
  99. ;
  100. BACK_INFO DS.L 1
  101. PAL_IND_INFO DS.L 1 nop tool infomation
  102. PALETTE_INFO DS.L 1
  103. OBJT_INFO DS.L 1
  104. WINDOW_X DS.L 1
  105. WINDOW_Y DS.L 1
  106. OBJ_DIV_POINT DS.L 1
  107. OBJ1_MAP DS.B 8
  108. OBJ2_MAP DS.B 8
  109. OBJ3_MAP DS.B 8
  110. OBJ4_MAP DS.B 8
  111. OBJ_START EQU 0
  112. OBJ_SIZE EQU 2
  113. OBJ_USE EQU 4
  114. DB_TYPE EQU 6
  115. TEMP_SPRITE DS.W 1
  116. MAX_SPRITE DS.W 1
  117. START_V_ADRS DS.W 1
  118. START_V_VALUE DS.W 1
  119. TEMP_BIG_X DS.W 1
  120. TEMP_BIG_Y DS.W 1
  121. TEMP_BIG_VALUE DS.W 1
  122. TEMP_BIG_BIT DS.L 1
  123. TEMP_PAL_COM DS.W 1
  124. H_FLIP_FLAG DS.W 1
  125. ERACE_CHARA DS.W 1
  126. ERACE_16 DS.W 1
  127. VPOS_POINT DS.L 1
  128. CONV_TYPE DS.W 1
  129. CONV_MARK DS.L 1
  130. MASTER_PWORK DS.L 1
  131. ACTION_STACK DS.L 1
  132. TEMP_PAL_COM2 DS.W 1
  133. TEMP_CONV_START DS.W 1
  134. USE_COUNT DS.W 1
  135. OBJ_MAP_POINT DS.L 1
  136. DS.B 100H-(*-BACK_INFO)
  137. MESS_OUT_POINT DS.L 1
  138. MESS_COM_MODE DS.L 1
  139. MESS_DATA_POINT DS.W 1
  140. DS.B 400H-(*-A5_WORK)
  141. ;
  142. ; *** game original work ***
  143. ;
  144. AREA_No DS.W 1
  145. ROUND_No DS.W 1
  146. MAX_ROUND DS.W 1
  147. STAGE_TIME DS.W 1
  148. WIN_PLAYER DS.L 1
  149. WINNER_ROUND DS.W 1
  150. SELECT_PLAYER DS.W 1 <**************
  151. SEL_TIMER DS.W 1 <**************
  152. SEL_CURSOLE1 DS.W 1
  153. SEL_CURSOLE2 DS.W 1
  154. MIN_DISTANCE DS.W 1
  155. TEMP_DISTANCE DS.W 1
  156. TEMP_DISTANCE2 DS.W 1
  157. ACT_CHECK_MODE DS.W 1
  158. PLAYING_TYPE DS.W 1
  159. PHASE DS.W 1 game phase
  160. HOME_CREDIT DS.W 1
  161. DISP_CREDIT DS.W 1 for credit disp
  162. STORY_PLAYER DS.W 1 story mode player
  163. STORY_STAGE DS.W 1 story mode stage No
  164. LEVEL_ORG DS.W 1 original level
  165. LEVEL_ADD DS.W 1 level addition
  166. LEVEL_TEMP DS.W 1 temp level
  167. INSERT_POS DS.W 1 insert ... DISPLAY POSITION
  168. FLAME_POS DS.W 1
  169. FLAME_TYPE DS.W 1
  170. FLAME_COUNT DS.W 1
  171. FLAME_END DS.W 1
  172. BONUS_No DS.W 1
  173. BONUS_HERO DS.W 1
  174. KING_MUNE DS.W 1
  175. OLD_VS DS.W 1
  176. ROUND_DISP_No DS.W 1
  177. ATTACK_MUL DS.W 1
  178. BONUS_RANK DS.W 1
  179. HAOH_USE DS.W 1
  180. BONUS3_NORMA DS.W 1
  181. BONUS3_USE DS.W 1
  182. SCORE_LIFE DS.L 1
  183. SCORE_TIME DS.L 1
  184. SCORE_PER DS.L 1
  185. SCORE_TOTAL DS.L 1
  186. ST_TD_RANK DS.W 1
  187. ST_TL_RANK DS.W 1
  188. VS_TD_RANK DS.W 1
  189. VS_TL_RANK DS.W 1
  190. NAMING_PLAYER DS.L 1
  191. ST_IN_RANK DS.W 1
  192. VS_IN_RANK DS.W 1
  193. NAME_NAME_POS DS.W 1
  194. BACK2_ST_BIG DS.W 1
  195. ST_DEMO_MESSP DS.W 1
  196. SELC_MODE DS.W 1
  197. HOW_SPA_No DS.W 1
  198. DS.B 700H-(*-A5_WORK)
  199. LANGUAGE DS.B 1
  200. NEXT_AREA_F DS.B 1
  201. DEMO_OVER_FLAG DS.B 1
  202. DRAW_FLAG DS.B 1
  203. STAGE_END_FLAG DS.B 1
  204. DEMO_FLAG DS.B 1
  205. LP_MAIN_RUN DS.B 1
  206. NON_CTRL DS.B 1
  207. LANGUAGE_SD DS.B 1
  208. MAKE_DEMO_CUT DS.B 1
  209. STORY_LIFE DS.B 1
  210. STORY_SPIRIT DS.B 1
  211. IN_BONUS DS.B 1
  212. BONUS_DI DS.B 1
  213. BONUS_STATE_ON DS.B 1
  214. BONUS_WIN DS.B 1
  215. BONUS_TIMER DS.B 1
  216. SLOW_CUT DS.B 1
  217. HOW_TO_FLAG DS.B 1
  218. ST_DEMO_ON DS.B 1
  219. ST_BACK_FLAG DS.B 1
  220. ST_DEMO_IN DS.B 1
  221. TIME_UP_TIMER DS.B 1
  222. DS.B 800H-(*-A5_WORK)
  223. ; *** backup area (108800H) ***
  224. DEBUG_DIP1 DS.B 1
  225. DEBUG_DIP2 DS.B 1
  226. VERSION DS.W 1
  227. COIN_COUNT DS.W 1 coin sound counter
  228. DEMO_NUMBER DS.B 1
  229. HOW_MESS_No DS.B 1
  230. TODAY DS.L 1
  231. HI_SCORE DS.L 1
  232. RANK_TL_S DS.B 8*5
  233. RANK_TD_S DS.B 8*5
  234. RANK_TD_V DS.B 8*5
  235. RANK_TL_V DS.B 8*5
  236. DS.B 800H-(*-DEBUG_DIP1)
  237. ; *** logical & physical work (109000H) ***
  238. PWORK_START:
  239. PWORK10 DS.B 80H
  240. LWORK_START:
  241. LWORK11 DS.B 80H
  242. DS.B 100H*(96-1)
  243. PLAYER1 EQU LWORK11+0000H
  244. PLAYER2 EQU LWORK11+0100H
  245. HERO1 EQU LWORK11+0200H
  246. HERO2 EQU LWORK11+0300H
  247. HERO1S EQU LWORK11+0400H
  248. HERO2S EQU LWORK11+0500H
  249. BACK1 EQU LWORK11+0600H
  250. BACK2 EQU LWORK11+0700H
  251. TEXT1 EQU LWORK11+0800H
  252. TEXT2 EQU LWORK11+0900H
  253. RESERV1 EQU LWORK11+0A00H
  254. RESERV2 EQU LWORK11+0B00H
  255. RESERV3 EQU LWORK11+0C00H
  256. RESERV4 EQU LWORK11+0D00H
  257. RESERV5 EQU LWORK11+0E00H
  258. RESERV6 EQU LWORK11+0F00H
  259. MLWORK1 EQU RESERV5
  260. MLWORK2 EQU RESERV6
  261. HERO1_OBJ_START EQU (10H+0)*100H
  262. HERO2_OBJ_START EQU (10H+10H)*100H
  263. FREE_OBJ_START EQU (10H+20H)*100H
  264. ; *** flag buffer (10F000H) ***
  265. BIT_FLAG DS.B 100H
  266. BYTE_FLAG DS.B 100H
  267. DS.B 0F300H-(*-WORK_TOP)
  268. ;
  269. ; *** NEO-GEO system work (10F300H) ***
  270. ;
  271. SSP_END: ;supervisor stack
  272. DS.B 900H
  273. DS.B 180H
  274. SYS_WORK0:
  275. ; user read area
  276. SYSTEM_MODE DS.W 1 system working mode
  277. MVS_FLAG DS.B 1 consumer or M.V.S
  278. COUNTRY_CODE DS.B 1
  279. GAME_DIP DS.B 16
  280. INPUT_1 DS.B 6 I/O input value for player 1
  281. ; +0 controller type 0=non connect
  282. ; 1=nomal controller
  283. ; 2=expander
  284. ; 3=marjang
  285. ; 4=key board
  286. ; +1 before 1/60 sec real value (positive)
  287. ; +2 real value (positive)
  288. ; +3 edge (positiove)
  289. ; +4 edge or auto repeat (8/60 sec)
  290. ; +5 key repeat timer
  291. INPUT_2 DS.B 6 I/O input value for player 2
  292. INPUT_3 DS.B 6 I/O input value for player 3
  293. INPUT_4 DS.B 6 I/O input value for player 4
  294. INPUT_S DS.B 2 start & select button
  295. ; +0 real value (positive)
  296. ; +1 edge (positiove)
  297. ; bit (N-1)*2 player N start
  298. ; but (N-1)*2+1 player N select
  299. USER_REQUEST DS.B 1 request code for user by system
  300. ; 0 power on initialize
  301. ; 1 eye catch
  302. ; 2 demo,game
  303. USER_MODE DS.B 1 user job mode
  304. ; 0 power on initialize or eye catch
  305. ; 1 demo
  306. ; 2 in game
  307. CREDIT_DEC DS.L 1 credit decrement number P1-P4 (BCD)
  308. START_FLAG DS.W 1 player addtioin request or answer flag
  309. PLAYER_MODE DS.B 8 player condition
  310. ; 0 not start
  311. ; 1 in game
  312. ; 2 continue time
  313. ; 3 game over
  314. MESS_POINT DS.L 1 message buffer pointer
  315. MESS_BUSY DS.W 1 message buffer busy flag
  316. CARD_COMMAND DS.B 1 IC card acces command
  317. CARD_MODE DS.B 1 IC card command error job mode
  318. CARD_ANSWER DS.W 1 IC card command answer back
  319. CARD_START DS.L 1 IC card buffer start address
  320. CARD_SIZE DS.W 1 IC card buffer size
  321. CARD_FCB DS.W 1 IC card FCB
  322. CARD_SUB DS.W 1 IC card file sub No
  323. DATE_TIME DS.B 8 presnt date & time
  324. SELECT_TIMER DS.W 1
  325. DS.W 1 START_TEST
  326. DS.W 1 COIN_LEVER
  327. DS.B 80H-(*-SYS_WORK0)
  328. SYS_WORK1:
  329. CREDIT DS.B 4
  330. DS.L 1 SWITCH_STORE
  331. DS.B 8 UNDER_CREDIT
  332. DS.W 1 COIN1_CRD_NOR
  333. DS.W 1 COIN2_CRD_NOR
  334. DS.W 1 COIN1_CRD_CNT
  335. DS.W 1 COIN2_CRD_CNT
  336. DS.B 1 SELECT_FREE
  337. DS.B 1 NON_LIMIT
  338. DS.W 1 SELECT_LIMIT
  339. DS.B 1 DEMO_SOUND
  340. DS.B 1
  341. DS.W 1 INIT_MARK
  342. DS.W 1 SR_STORE
  343. DS.L 1 VERSION_BASE
  344. DS.B 2*16 GD_STORE
  345. DS.B 80H-(*-SYS_WORK1)
  346. SYS_WORK2:
  347. POWER_ON_ID DS.B 8 power on id-code
  348. SYS_INT1_TIMER DS.L 1 int 1 counter
  349. SYS_STOPPER DS.B 1 system stopper
  350. DS.B 1 Z80_BANK
  351. DS.W 1 SYSTEM_MODE2
  352. DS.W 1 CARD_TIMER
  353. DS.L 1 CARD_START2
  354. DS.W 1 CARD_SIZE2
  355. DS.W 1 CARD_FCB2
  356. DS.W 1 CARD_SUB2
  357. DS.B 20 DIR_BUFFER
  358. DS.W 5 DIR_NUMBER
  359. DS.B 1 FIX_STORE_FLAG
  360. DS.B 1 LED_OFF
  361. DS.B 1 IN_TEST
  362. DS.B 1 INST_MODE
  363. DS.B 1 START_BUSY
  364. DS.B 1 BACKUP_MODE
  365. DS.L 1 INST_RAD
  366. DS.B 1 INST_RCO
  367. DS.B 1 TITLE_MODE
  368. MESS_STACK DS.L 5
  369. DS.B 1
  370. DS.B 1
  371. INPUT_SS DS.B 2
  372. DS.B 2 INPUT_TT
  373. DS.B 1 KYOUSEI_MODE
  374. DS.B 1 SYS_STOP
  375. DS.B 1 CS_REMAIN
  376. DS.B 1 INT_OFF
  377. DS.W 1 INT1_TIMER2
  378. DS.B 1 MAJ_NOR
  379. DS.B 1
  380. INPUT_5 DS.B 6
  381. INPUT_6 DS.B 6
  382. DS.B 80H-(*-SYS_WORK2)
  383. MESS_BUFFER DS.B 100H system message buffer
  384.