MSDEF.S 19 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399
  1. * MSDEF.S MS PAC MAN SYMBOL DEFINITIONS
  2. * ADDRESS DEFINITIONS
  3. * ZERO PAGE
  4. * ZERO PAGE VARIABLES THAT ARE NOT ERASED $40-$9F
  5. STLEVEL EQU $40 ;STARTING LEVEL OF GAME
  6. TWOPLAYR EQU $41 ;WHETHER TWO-PLAYER MODE
  7. AUTOPLAY EQU $42 ;1 IF AUTO-PLAY MODE
  8. NEWRAND EQU $43 ;CURRENT SEED FOR RAND ROUTINE
  9. OLDRAND EQU $44 ;OLD SEED FOR RAND ROUTINE
  10. PLAYER EQU $45 ;WHICH PLAYER IS PLAYING
  11. P1SCORE EQU $46 ;PLAYER 1 SCORE - 4 BYTES
  12. P1BONUS EQU $4A ;TIME TILL PLAYER 1 GETS BONUS LIFE
  13. P2SCORE EQU $4C ;PLAYER 2 SCORE - 4 BYTES
  14. P2BONUS EQU $50 ;TIME TILL PLAYER 2 GETS BONUS LIFE
  15. RACKRAND EQU $52 ;NUMBER BETWEEN 0..3 FOR THE RACK
  16. MENUFLAG EQU $53 ;WHETHER IN MENU MODE OR NOT
  17. KNLTEMP0 EQU $54 ;STATE VARIABLE FOR KERNAL
  18. KNLTEMP1 EQU $55 ;STATE VARIABLE FOR KERNAL
  19. * LOADER VARIABLES
  20. HPLIST EQU $56 ;6 BYTES - HORIZONTAL POSITION
  21. VZLIST EQU $5C ;6 BYTES - VERTICAL ZONE
  22. VOLIST EQU $62 ;6 BYTES - VERTICAL OFFSET
  23. SLLIST EQU $68 ;6 BYTES - LOW BYTE STAMP ADDRESS
  24. SHLIST EQU $6E ;6 BYTES - HI BYTE STAMP ADDRESS
  25. DOLIST EQU $74 ;6 BYTES - SOMETHING CHANGED - RELOAD
  26. OLDZONE EQU $7A ;6 BYTES - LAST ZONE CHARACTER IN
  27. * SHADOWS FOR MONSTER COLORS (USED FOR FRUIT PALETTES)
  28. P0C1 EQU $81 ;PALETTE 2, COLOR 1
  29. P0C2 EQU $82 ;PALETTE 2, COLOR 2
  30. P0C3 EQU $83 ;PALETTE 2, COLOR 3
  31. RACKFRT EQU $84 ;TYPE OF FRUIT TO DISPLAY UNDER RACK
  32. P1C1 EQU $85 ;PALETTE 3, COLOR 1
  33. P1C2 EQU $86 ;PALETTE 3, COLOR 2
  34. P1C3 EQU $87 ;PALETTE 3, COLOR 3
  35. DBSELECT EQU $88 ;DEBOUNCE BYTE FOR SELECT
  36. P2C1 EQU $89 ;PALETTE 4, COLOR 1
  37. P2C2 EQU $8A ;PALETTE 4, COLOR 2
  38. P2C3 EQU $8B ;PALETTE 4, COLOR 3
  39. DBRESET EQU $8C ;DEBOUNCE BYTE FOR RESET
  40. P3C1 EQU $8D ;PALETTE 5, COLOR 1
  41. P3C2 EQU $8E ;PALETTE 5, COLOR 2
  42. P3C3 EQU $8F ;PALETTE 5, COLOR 3
  43. DBPAUSE EQU $90 ;DEBOUNCE BYTE FOR PAUSE
  44. P4C1 EQU $91 ;PALETTE 2, COLOR 1
  45. P4C2 EQU $92 ;PALETTE 2, COLOR 2
  46. P4C3 EQU $93 ;PALETTE 2, COLOR 3
  47. SCRNSTAT EQU $94 ;SCREEN STATE, OFF IF $FF
  48. P5C1 EQU $95 ;PALETTE 3, COLOR 1
  49. P5C2 EQU $96 ;PALETTE 3, COLOR 2
  50. P5C3 EQU $97 ;PALETTE 3, COLOR 3
  51. TWOPORTS EQU $98 ;WHETHER THE SECOND PORT HAS BEEN USED
  52. P6C1 EQU $99 ;PALETTE 4, COLOR 1
  53. P6C2 EQU $9A ;PALETTE 4, COLOR 2
  54. P6C3 EQU $9B ;PALETTE 4, COLOR 3
  55. HSCHERE EQU $9C ;IS HIGH SCORE CART PLUGGED IN
  56. P7C1 EQU $9D ;PALETTE 5, COLOR 1
  57. P7C2 EQU $9E ;PALETTE 5, COLOR 2
  58. P7C3 EQU $9F ;PALETTE 5, COLOR 3
  59. * ZERO PAGE VARIABLES THAT ARE ERASED IN GAMEINIT $A0-$FF
  60. RTLOCAL EQU $A0 ;TWO BYTES - MY CLOCK
  61. GAMEOVER EQU $A2 ;FLAG FOR GAME OVER
  62. TOTLIVES EQU $A3 ;TOTAL NUMBER OF LIVES
  63. * $64-$6F ARE SWAPPED BETWEEN PLAYERS
  64. LIVES EQU $A4 ;NUMBER OF LIVES
  65. RACK EQU $A5 ;RACK PLAYER IS AT
  66. LEVEL EQU $A6 ;LEVEL PLAYER IS AT
  67. ADJLEVEL EQU $A7 ;LEVEL ADJUSTED FOR 'WRAP' AT HIGH LVL
  68. DOTS EQU $A8 ;NUMBER OF DOTS
  69. DOTSEATN EQU $AA ;NUMBER OF DOTS EATEN
  70. DEATHFLG EQU $AB ;TRUE IF THE PAC HAS DIED YET
  71. PINKDOTS EQU $AC ;PINK RELEASE COUNTER
  72. BLUEDOTS EQU $AD ;BLUE RELEASE COUNTER
  73. GOLDDOTS EQU $AE ;GOLD RELEASE COUNTER
  74. FDOTS EQU $AF ;FRUIT RELEASE COUNTER
  75. * TEMP VARIABLES
  76. TEMP0 EQU $B0 ;SCRATCH DATA FOR PROGRAM USE
  77. TEMP1 EQU $B1 ;MORE SCRATCH DATA
  78. TEMP2 EQU $B2 ;MORE SCRATCH DATA
  79. TEMP3 EQU $B3 ;MORE SCRATCH DATA
  80. TEMP4 EQU $B4 ;MORE SCRATCH DATA
  81. TEMP5 EQU $B5 ;MORE SCRATCH DATA
  82. TEMP6 EQU $B6 ;MORE SCRATCH DATA
  83. TEMP7 EQU $B7 ;MORE SCRATCH DATA
  84. TEMP8 EQU $B8 ;MORE SCRATCH DATA
  85. TEMP9 EQU $B9 ;MORE SCRATCH DATA
  86. TEMP10 EQU $BA ;MORE SCRATCH DATA
  87. TEMP11 EQU $BB ;MORE SCRATCH DATA
  88. TEMP12 EQU $BC ;MORE SCRATCH DATA
  89. TEMP13 EQU $BD ;MORE SCRATCH DATA
  90. TEMP14 EQU $BE ;MORE SCRATCH DATA
  91. TEMP15 EQU $BF ;MORE SCRATCH DATA
  92. TEMP16 EQU $C0 ;MORE SCRATCH DATA
  93. TEMP17 EQU $C1 ;MORE SCRATCH DATA
  94. TEMP18 EQU $C2 ;MORE SCRATCH DATA
  95. TEMP19 EQU $C3 ;MORE SCRATCH DATA
  96. TEMP20 EQU $C4 ;MORE SCRATCH DATA
  97. TEMP21 EQU $C5 ;MORE SCRATCH DATA
  98. TEMP22 EQU $C6 ;MORE SCRATCH DATA
  99. TEMP23 EQU $C7 ;MORE SCRATCH DATA
  100. LDRTEMP0 EQU $C8 ;SCRATCH DATA FOR KERNAL USE
  101. LDRTEMP1 EQU $C9 ;MORE SCRATCH DATA
  102. LDRTEMP2 EQU $CA ;MORE SCRATCH DATA
  103. LDRTEMP3 EQU $CB ;MORE SCRATCH DATA
  104. LDRTEMP4 EQU $CC ;MORE SCRATCH DATA
  105. LDRTEMP5 EQU $CD ;MORE SCRATCH DATA
  106. LDRTEMP6 EQU $CE ;MORE SCRATCH DATA
  107. LDRTEMP7 EQU $CF ;MORE SCRATCH DATA
  108. SOUNDZP EQU $C8 ;ZERO PAGE FOR SOUND - SAME AS LOADER
  109. NEWDIR EQU $D0 ;CURRENT JOYSTICK DIRECTION
  110. OLDDIR EQU $D1 ;PREVIOUS DIFFERENT JOYSTICK DIRECTION
  111. BUTSTATE EQU $D2 ;BOTTON STATUS - ON OR 0
  112. RTSAVE EQU $D4 ;A PLACE TO SAVE RTLOCAL - 2 BYTES
  113. INDRJUMP EQU $D6 ;PLACE TO PUT VALUES FOR INDERECT JUMP
  114. MONWAIT EQU $D8 ;WAIT TILL NEXT MONSTER MOVE
  115. PACWAIT EQU $D9 ;WAIT TILL NEXT PAC MOVE
  116. FRTWAIT EQU $DA ;WAIT TILL NEXT FRUIT MOVE
  117. FLSHWAIT EQU $DB ;WAIT TILL NEXT RACK INC
  118. BLUWAIT EQU $DC ;WAIT TILL END OF BLUE TIME
  119. SCORWAIT EQU $DD ;WAIT TILL NEXT ITER OF TIGHT LOOP
  120. RESWAIT EQU $DE ;WAIT TILL END OF RESET
  121. BAKLIVES EQU $E4 ;OTHER PLAYER VERSION OF $54-$5F
  122. * TIME LAST DOT WAS EATEN
  123. DOTTIME EQU $F0 ;TWO BYTES
  124. * GLOBAL MONSTER STATE INFO
  125. SCORTIME EQU $F2 ;MONSTER SCORE DELAY COUNTER
  126. BLUETIME EQU $F3 ;BLUE TIME FOR THIS RACK
  127. M1REL EQU $F4 ;MONSTER RELEASE THRESHHOLDS
  128. M2REL EQU $F5
  129. M3REL EQU $F6
  130. EATNDOTS EQU $F7 ;DOTS EATEN SINCE LAST PAC DEATH
  131. TRELEASE EQU $F8 ;COUNTER FOR MONSTER RELEASE
  132. REDTHRSH EQU $F9 ;2 BYTES - RED SPEED THRESHHOLD
  133. NORMTIME EQU $FB ;2 BYTES - TIME SINCE BOR WHILE NOT BLU
  134. ISBLUE EQU $FD ;PAC IN BLUE MODE
  135. GREEDCNT EQU $FE ;MONSTERS EATEN ON THIS POWER DOT
  136. BORED EQU $FF ;MONSTERS ARE BORED
  137. * HIGH RAM - NOTE, 1800-1DFF IS ZEROED IN ZERORAM
  138. * HIGH SCORE RAM - SMASHED WHEN HIGH SCORE ROUTINES ARE CALLED
  139. HSCRAM EQU $1800 ;$200 BYTES
  140. * HIGH SCORE CART DIFFICULTY NAME
  141. HSCDIF EQU $1A00 ;$20 BYTES
  142. * SCREEN MAP - THROUGH $1BFF
  143. SCREEN EQU $1800 ;SCREEN MAP
  144. SCORE EQU $1B48 ;SCORE MAP - EFFECTIVELY THE 31ST LINE
  145. * DOT ARRAYS - THROUGH $1CFF
  146. DOTARRAY EQU $1C00 ;CURRENT PLAYER DOT ARRAY
  147. BAKDOTS EQU $1C80 ;OTHER PLAYER DOT ARRAY
  148. * TUNE VARIABLES
  149. TUNON EQU $1D00 ;4 BYTES - WHETHER TUNE IS ACTIVE
  150. TUNINDEX EQU $1D04 ;4 BYTES - WHAT TUNE IS PLAYING
  151. TUNPRIOR EQU $1D08 ;4 BYTES - WHAT THE PRIORITY OF TUNE IS
  152. TUNBASE EQU $1D0C ;4 BYTES - BASE ADDRESS OF TUNE DATA
  153. TUNBASE1 EQU $1D10 ;4 BYTES - HI BYTE OF BASE ADDRESS
  154. FREQOFF EQU $1D14 ;4 BYTES - OFFSET INTO DATA FOR FREQ'S
  155. CTLOFF EQU $1D18 ;4 BYTES - OFFSET INTO DATA FOR CTL'S
  156. VOLOFF EQU $1D1C ;4 BYTES - OFFSET INTO DATA FOR VOL'S
  157. FREQTIME EQU $1D20 ;4 BYTES - NUMBER FRAMES TILL NEXT FREQ
  158. CTLTIME EQU $1D24 ;4 BYTES - NUMBER FRAMES TILL NEXT CTL
  159. VOLTIME EQU $1D28 ;4 BYTES - NUMBER FRAMES TILL NEXT VOL
  160. TUNNUM EQU $1D2C ;WHAT TUNE YOU WANT - PARAMETER
  161. TUNTEMP0 EQU $1D2D ;TEMP VALUE FOR TUNE DRIVER
  162. TUNTEMP1 EQU $1D2E ;TEMP VALUE FOR TUNE DRIVER
  163. TUNOFF EQU $1D2F ;ARE TUNES TURNED OFF?
  164. * KERNAL DISPLAY TABLES
  165. MSADDR EQU $1E40 ;$1E BYTES - MS ADDRESS TABLE
  166. FRTADDR EQU $1E60 ;$1E BYTES - FRUIT ADDRESS TABLE
  167. M0ADDR EQU $1E80 ;$1E BYTES - MONSTER 0 ADDRESS TABLE
  168. M1ADDR EQU $1EA0 ;$1E BYTES - MONSTER 1 ADDRESS TABLE
  169. M2ADDR EQU $1EC0 ;$1E BYTES - MONSTER 2 ADDRESS TABLE
  170. M3ADDR EQU $1EE0 ;$1E BYTES - MONSTER 3 ADDRESS TABLE
  171. * KERNAL DISPLAY LISTS - MUST BE ON SAME PAGE
  172. DLIST0 EQU $1F00 ;$27 BYTES - DISPLAY LIST FOR GAME
  173. BDLIST0 EQU $1F27 ;$32 BYTES - DISPLAY LIST FOR INDICATOR
  174. DLIST1 EQU $1F59 ;$27 BYTES - DISPLAY LIST FOR GAME
  175. BDLIST1 EQU $1F80 ;$32 BYTES - DISPLAY LIST FOR INDICATOR
  176. TOPDLIST EQU $1FB2 ;$07 BYTES - DISPLAY LIST FOR SCORE
  177. NULDLIST EQU $1FB7 ;$02 BYTES - NULL DISPLAY LIST
  178. * DISPLAY LIST LIST
  179. DLL EQU $1FC0 ;$72 BYTES - LIST OF DISPLAY LISTS
  180. * ***** HOLE FROM $2040 TO $20FF - SHADOWED IN PAGE 0 *****
  181. * PAC STATE VARIABLES
  182. PVPOS EQU $2100 ;VERTICAL POSITION
  183. PHPOS EQU $2101 ;HORIZONTAL POSITION
  184. PZONE EQU $2102 ;ROW
  185. POFF EQU VOLIST ;OFFSET
  186. PCOL EQU $2103 ;COLUMN
  187. PDIR EQU $2104 ;DIRECTION
  188. PDISP EQU $2105 ;DISPLAY STATE
  189. PMOVING EQU $2106 ;WHETHER IT IS STOPPED
  190. PTZONE EQU $2107 ;ZONE OF LAST TURN
  191. PTCOL EQU $2108 ;COLUMN OF LAST TURN
  192. PTEMP EQU $2109 ;TEMP VARIABLE
  193. PDELAY EQU $210A ;DELAY FOR NEXT MOVE
  194. PTUNNEL EQU $210B ;WHETHER PAC IN TUNNEL
  195. * FRUIT STATE VARIABLES
  196. FENABLE EQU $2110 ;WHETHER FRUIT IS 'ON'
  197. FVPOS EQU $2111 ;VERTICAL POSITION
  198. FHPOS EQU $2112 ;HORIZONTAL POSITION
  199. FZONE EQU $2113 ;ROW
  200. FOFF EQU VOLIST+1 ;OFFSET
  201. FCOL EQU $2114 ;COLUMN
  202. FDIR EQU $2115 ;DIRECTION
  203. FFRUIT EQU $2116 ;WHICH FRUIT IT IS
  204. FCOUNT EQU $2117 ;WHERE WE ARE RELATIVE TO CHAR CENTER
  205. FGZONE EQU $2118 ;GOAL ZONE
  206. FGCOL EQU $2119 ;GOAL COLUMN
  207. FGCOUNT EQU $211A ;WHAT GOAL TO LOOK FOR NEXT
  208. FSCORE EQU $211B ;IF NON-ZERO, FRUIT IS A SCORE
  209. FTUNNEL EQU $211C ;WHETHER FRUIT IN TUNNEL
  210. FSOUND EQU $211D ;SOUND STATE VARIABLE
  211. * MONSTER STATE VARIABLES
  212. M0VPOS EQU $2120 ;VERTICAL POSITION
  213. M0HPOS EQU $2124 ;HORIZONTAL POSITION
  214. M0ZONE EQU $2128 ;ROW
  215. M0OFF EQU VOLIST+2 ;OFFSET
  216. M0COL EQU $212C ;COLUMN
  217. M0DIR EQU $2130 ;DIRECTION
  218. M0DISP EQU $2134 ;DISPLAY STATE
  219. M0STATE EQU $2138 ;STATE - ACTIVE, BLUE, EYES, ETC
  220. M0SLOW EQU $213C ;USED TO SLOW DOWN MONSTERS IN PEN
  221. M0BLUE EQU $2140 ;BLUE MODE FLAG
  222. M0SPEED EQU $2144 ;MONSTER SPEED
  223. M0TUNNEL EQU $2148 ;IS IN TUNNEL
  224. M0FLIP EQU $214C ;IS ABOUT TO FLIP
  225. * SPEED REGISTER STUFF
  226. M0SPEED0 EQU $2150 ;MONSTER SPEED REGISTERS (BY 5 SPEEDS)
  227. M0SPEED1 EQU $2155
  228. M0SPEED2 EQU $215A
  229. M0SPEED3 EQU $215F
  230. P0SPEED0 EQU $2164 ;PAC SPEED REGISTERS (BY 2 SPEEDS)
  231. P0SPEED1 EQU $2166
  232. P0SPEED2 EQU $2168
  233. P0SPEED3 EQU $216A
  234. REVWAIT EQU $216C ; REVERSE TIME
  235. * VARIABLES FOR ANIMATION DRIVER - OVERLAPS MONSTER VARIABLES
  236. ANAOFF EQU $2120 ;OFFSET INTO ANIMATION DATA
  237. ANSOFF EQU $2121 ;OFFSET INTO ANIMATION SEGMENT DATA
  238. ANCOUNT EQU $2122 ;TICS TILL NEXT SEGMENT
  239. ANSTATE EQU $2123 ;VARIOUS USES
  240. ANWHICH EQU $2124 ;WHICH ANIMATION WE ARE WORKING ON
  241. ANFRM EQU $2125 ;HOW MANY FRAMES PER TIC
  242. A0ENABLE EQU $2130 ;WHETHER THIS CHARACTER IS ON
  243. A0VPOS EQU $2136 ;VERTICAL POSITION OF THIS CHARACTER
  244. A0CHAR EQU $213C ;STAMP FOR THIS CHARACTER
  245. A0HPDIF EQU $2142 ;INDEX INTO HPOS DELTA TABLE
  246. A0VPDIF EQU $2148 ;INDEX INTO VPOS DELTA TABLE
  247. A0ANDIF EQU $214E ;INDEX INTO ANIMATE CHARACTER TABLE
  248. * ***** HOLE FROM $2140 TO $21FF SHADOWED IN PAGE 1 *****
  249. * STAMP DATA AREA - STAMPS IN $1X00-$1X2F, FONT IN $1X30-$1XFF
  250. STAMPS EQU $2200 ;THROUGH THE END OF RAM - INCLUDES FONT
  251. * 0-1 BLANK
  252. * 2-3 BLACK BAR
  253. * 4-9 MS PAC
  254. * A-21 MONSTERS (6 PER)
  255. * 22-27 FRUIT
  256. * 28-2B MS PAC BONUS LIFE INDICATOR (4 PER)
  257. * 30-BF FONT
  258. * E0-FF FRUIT INDICATORS (4 PER) - BANANA FIRST
  259. *
  260. * MS CONSTANTS
  261. * SOME SCREEN CONSTANTS
  262. LEFTSIDE EQU $18 ;LEFT SIDE OF VISIBLE SCREEN
  263. RGHTSIDE EQU $88 ;RIGHT SIDE OF VISIBLE SCREEN
  264. TOPSIDE EQU $00 ;TOP SIDE OF VISIBLE SCREEN
  265. OFFSCRN EQU $B0 ;AN OFF SCREEN LOCATION TO PUT INVIS.
  266. LEFTEDGE EQU 27 ;A MONSTER HERE IS ON LEFT OF SCREEN
  267. LEFTWRAP EQU 19 ;A MONSTER HERE IS ABOUT TO WRAP AROUND
  268. RGHTEDGE EQU 131 ;A MONSTER HERE IS ON RIGHT OF SCREEN
  269. RGHTWRAP EQU 139 ;A MONSTER HERE IS ABOUT TO WRAP AROUND
  270. WRAPSIZE EQU RGHTWRAP-LEFTWRAP ;SIZE OF TUNNEL WRAP
  271. *
  272. NUMRACKS EQU $04 ;NUMBER OF RACKS
  273. *
  274. * MONSTER CONSTANTS
  275. MSTATPEN EQU $04 ; IT IS SITTING IN THE PEN *
  276. MSTINPEN EQU $03 ; EYES TRYING TO GET INTO PEN
  277. MSTLVPEN EQU $02 ; MONSTER LEAVING PEN *
  278. MSTEYES EQU $01 ; EYES MOVING ARROUND
  279. MSTNORM EQU $00 ; NORMAL MOVEMENT *
  280. SPDNORM EQU $00
  281. SPDBLUE EQU $01
  282. SPDSLOW EQU $02
  283. SPDRED1 EQU $03
  284. SPDRED2 EQU $04
  285. *
  286. * EVENT DRIVER CONSTANTS
  287. MAXEVENT EQU $F
  288. *
  289. * SCREEN LOCATIONS
  290. INITHPOS EQU $4F ;HPOS OF INITIAL MS PAC PLACE
  291. INITVPOS EQU $81 ;VPOS OF INITIAL MS PAC PLACE
  292. *
  293. * CONSTANT TIMES TO WAIT FOR THINGS
  294. WAITMON EQU $01 ;WAIT FOR MONSTER MOVES
  295. WAITPAC EQU $01 ;WAIT FOR PAC MOVES
  296. WAITFRT EQU $05 ;WAIT FOR FRUIT MOVES
  297. WAITFLSH EQU $08 ;WAIT FOR FLASHING POWER DOTS
  298. *
  299. * COLOR DEFINITIONS
  300. BLACK EQU $00
  301. LTPINK EQU $5E
  302. WHITE EQU $0C
  303. PINK EQU $57
  304. RED EQU $32
  305. GREEN EQU $E7
  306. PURPLE EQU $63
  307. BLUE EQU $98
  308. YELLOW EQU $1E
  309. LTBLUE EQU $AE
  310. DKBLUE EQU $82
  311. BROWN EQU $15
  312. LTGREEN EQU $EB
  313. LTBROWN EQU $3B
  314. GOLD EQU $2A
  315. HOTPINK EQU $54
  316. ORANGE EQU $35
  317. *
  318. * FONT DEFINITIONS
  319. BLNKCHAR EQU $50 ;BLANK
  320. DOTCHAR EQU $51 ;DOT
  321. EDOTCHAR EQU $52 ;ENERGY DOT
  322. DOORCHAR EQU $3D ;DOOR TO THE PEN
  323. MARQCHAR EQU $7B ;START OF MARQUEE CHARACTERS
  324. *
  325. * JOYSTICK DIRECTIONS
  326. DRIGHT EQU 0
  327. DDOWN EQU 1
  328. DLEFT EQU 2
  329. DUP EQU 3
  330. DCENTER EQU 4
  331. DDWRIGHT EQU 5
  332. DDWLEFT EQU 6
  333. DUPLEFT EQU 7
  334. DUPRIGHT EQU 8
  335. *
  336. P1SCRCOL EQU $00 ;COLUMN FOR PLAYER 1 SCORE
  337. P2SCRCOL EQU $15 ;COLUMN FOR PLAYER 2 SCORE
  338. *
  339. STACKPTR EQU $FF ;WHERE STACK IS ON PAGE 1
  340. *
  341. GRAPHON EQU $48 ;CTL VALUE FOR NORMAL GRAPHICS
  342. GRAPHOFF EQU $FF ;CTL VALUE FOR GRAPHICS OFF