Vec_Snd_Shadow EQU $C800 ;Shadow of sound chip registers (15 bytes) Vec_Btn_State EQU $C80F ;Current state of all joystick buttons Vec_Prev_Btns EQU $C810 ;Previous state of all joystick buttons Vec_Buttons EQU $C811 ;Current toggle state of all buttons Vec_Button_1_1 EQU $C812 ;Current toggle state of stick 1 button 1 Vec_Button_1_2 EQU $C813 ;Current toggle state of stick 1 button 2 Vec_Button_1_3 EQU $C814 ;Current toggle state of stick 1 button 3 Vec_Button_1_4 EQU $C815 ;Current toggle state of stick 1 button 4 Vec_Button_2_1 EQU $C816 ;Current toggle state of stick 2 button 1 Vec_Button_2_2 EQU $C817 ;Current toggle state of stick 2 button 2 Vec_Button_2_3 EQU $C818 ;Current toggle state of stick 2 button 3 Vec_Button_2_4 EQU $C819 ;Current toggle state of stick 2 button 4 Vec_Joy_Resltn EQU $C81A ;Joystick A/D resolution ($80=min $00=max) Vec_Joy_1_X EQU $C81B ;Joystick 1 left/right Vec_Joy_1_Y EQU $C81C ;Joystick 1 up/down Vec_Joy_2_X EQU $C81D ;Joystick 2 left/right Vec_Joy_2_Y EQU $C81E ;Joystick 2 up/down Vec_Joy_Mux EQU $C81F ;Joystick enable/mux flags (4 bytes) Vec_Joy_Mux_1_X EQU $C81F ;Joystick 1 X enable/mux flag (=1) Vec_Joy_Mux_1_Y EQU $C820 ;Joystick 1 Y enable/mux flag (=3) Vec_Joy_Mux_2_X EQU $C821 ;Joystick 2 X enable/mux flag (=5) Vec_Joy_Mux_2_Y EQU $C822 ;Joystick 2 Y enable/mux flag (=7) Vec_Misc_Count EQU $C823 ;Misc counter/flag byte, zero when not in use Vec_0Ref_Enable EQU $C824 ;Check0Ref enable flag Vec_Loop_Count EQU $C825 ;Loop counter word (incremented in Wait_Recal) Vec_Brightness EQU $C827 ;Default brightness Vec_Dot_Dwell EQU $C828 ;Dot dwell time? Vec_Pattern EQU $C829 ;Dot pattern (bits) Vec_Text_HW EQU $C82A ;Default text height and width Vec_Text_Height EQU $C82A ;Default text height Vec_Text_Width EQU $C82B ;Default text width Vec_Str_Ptr EQU $C82C ;Temporary string pointer for Print_Str Vec_Counters EQU $C82E ;Six bytes of counters Vec_Counter_1 EQU $C82E ;First counter byte Vec_Counter_2 EQU $C82F ;Second counter byte Vec_Counter_3 EQU $C830 ;Third counter byte Vec_Counter_4 EQU $C831 ;Fourth counter byte Vec_Counter_5 EQU $C832 ;Fifth counter byte Vec_Counter_6 EQU $C833 ;Sixth counter byte Vec_RiseRun_Tmp EQU $C834 ;Temp storage word for rise/run Vec_Angle EQU $C836 ;Angle for rise/run and rotation calculations Vec_Run_Index EQU $C837 ;Index pair for run * $C839 ;Pointer to copyright string during startup Vec_Rise_Index EQU $C839 ;Index pair for rise * $C83B ;High score cold-start flag (=0 if valid) Vec_RiseRun_Len EQU $C83B ;length for rise/run * $C83C ;temp byte Vec_Rfrsh EQU $C83D ;Refresh time (divided by 1.5MHz) Vec_Rfrsh_lo EQU $C83D ;Refresh time low byte Vec_Rfrsh_hi EQU $C83E ;Refresh time high byte Vec_Music_Work EQU $C83F ;Music work buffer (14 bytes, backwards?) Vec_Music_Wk_A EQU $C842 ; register 10 * $C843 ; register 9 * $C844 ; register 8 Vec_Music_Wk_7 EQU $C845 ; register 7 Vec_Music_Wk_6 EQU $C846 ; register 6 Vec_Music_Wk_5 EQU $C847 ; register 5 * $C848 ; register 4 * $C849 ; register 3 * $C84A ; register 2 Vec_Music_Wk_1 EQU $C84B ; register 1 * $C84C ; register 0 Vec_Freq_Table EQU $C84D ;Pointer to note-to-frequency table (normally $FC8D) Vec_Max_Players EQU $C84F ;Maximum number of players for Select_Game Vec_Max_Games EQU $C850 ;Maximum number of games for Select_Game Vec_ADSR_Table EQU $C84F ;Storage for first music header word (ADSR table) Vec_Twang_Table EQU $C851 ;Storage for second music header word ('twang' table) Vec_Music_Ptr EQU $C853 ;Music data pointer Vec_Expl_ChanA EQU $C853 ;Used by Explosion_Snd - bit for first channel used? Vec_Expl_Chans EQU $C854 ;Used by Explosion_Snd - bits for all channels used? Vec_Music_Chan EQU $C855 ;Current sound channel number for Init_Music Vec_Music_Flag EQU $C856 ;Music active flag ($00=off $01=start $80=on) Vec_Duration EQU $C857 ;Duration counter for Init_Music Vec_Music_Twang EQU $C858 ;3 word 'twang' table used by Init_Music Vec_Expl_1 EQU $C858 ;Four bytes copied from Explosion_Snd's U-reg parameters Vec_Expl_2 EQU $C859 Vec_Expl_3 EQU $C85A Vec_Expl_4 EQU $C85B Vec_Expl_Chan EQU $C85C ;Used by Explosion_Snd - channel number in use? Vec_Expl_ChanB EQU $C85D ;Used by Explosion_Snd - bit for second channel used? Vec_ADSR_Timers EQU $C85E ;ADSR timers for each sound channel (3 bytes) Vec_Music_Freq EQU $C861 ;Storage for base frequency of each channel (3 words) * $C85E ;Scratch 'score' storage for Display_Option (7 bytes) Vec_Expl_Flag EQU $C867 ;Explosion_Snd initialization flag? * $C868...$C876 ;Unused? Vec_Expl_Timer EQU $C877 ;Used by Explosion_Snd * $C878 ;Unused? Vec_Num_Players EQU $C879 ;Number of players selected in Select_Game Vec_Num_Game EQU $C87A ;Game number selected in Select_Game Vec_Seed_Ptr EQU $C87B ;Pointer to 3-byte random number seed (=$C87D) Vec_Random_Seed EQU $C87D ;Default 3-byte random number seed * $C880 - $CBEA is user RAM Vec_Default_Stk EQU $CBEA ;Default top-of-stack Vec_High_Score EQU $CBEB ;High score storage (7 bytes) Vec_SWI3_Vector EQU $CBF2 ;SWI2/SWI3 interrupt vector (3 bytes) Vec_SWI2_Vector EQU $CBF2 ;SWI2/SWI3 interrupt vector (3 bytes) Vec_FIRQ_Vector EQU $CBF5 ;FIRQ interrupt vector (3 bytes) Vec_IRQ_Vector EQU $CBF8 ;IRQ interrupt vector (3 bytes) Vec_SWI_Vector EQU $CBFB ;SWI/NMI interrupt vector (3 bytes) Vec_NMI_Vector EQU $CBFB ;SWI/NMI interrupt vector (3 bytes) Vec_Cold_Flag EQU $CBFE ;Cold start flag (warm start if = $7321) VIA_port_b EQU $D000 ;VIA port B data I/O register * 0 sample/hold (0=enable mux 1=disable mux) * 1 mux sel 0 * 2 mux sel 1 * 3 sound BC1 * 4 sound BDIR * 5 comparator input * 6 external device (slot pin 35) initialized to input * 7 /RAMP VIA_port_a EQU $D001 ;VIA port A data I/O register (handshaking) VIA_DDR_b EQU $D002 ;VIA port B data direction register (0=input 1=output) VIA_DDR_a EQU $D003 ;VIA port A data direction register (0=input 1=output) VIA_t1_cnt_lo EQU $D004 ;VIA timer 1 count register lo (scale factor) VIA_t1_cnt_hi EQU $D005 ;VIA timer 1 count register hi VIA_t1_lch_lo EQU $D006 ;VIA timer 1 latch register lo VIA_t1_lch_hi EQU $D007 ;VIA timer 1 latch register hi VIA_t2_lo EQU $D008 ;VIA timer 2 count/latch register lo (refresh) VIA_t2_hi EQU $D009 ;VIA timer 2 count/latch register hi VIA_shift_reg EQU $D00A ;VIA shift register VIA_aux_cntl EQU $D00B ;VIA auxiliary control register * 0 PA latch enable * 1 PB latch enable * 2 \ 110=output to CB2 under control of phase 2 clock * 3 > shift register control (110 is the only mode used by the Vectrex ROM) * 4 / * 5 0=t2 one shot 1=t2 free running * 6 0=t1 one shot 1=t1 free running * 7 0=t1 disable PB7 output 1=t1 enable PB7 output VIA_cntl EQU $D00C ;VIA control register * 0 CA1 control CA1 -> SW7 0=IRQ on low 1=IRQ on high * 1 \ * 2 > CA2 control CA2 -> /ZERO 110=low 111=high * 3 / * 4 CB1 control CB1 -> NC 0=IRQ on low 1=IRQ on high * 5 \ * 6 > CB2 control CB2 -> /BLANK 110=low 111=high * 7 / VIA_int_flags EQU $D00D ;VIA interrupt flags register * bit cleared by * 0 CA2 interrupt flag reading or writing port A I/O * 1 CA1 interrupt flag reading or writing port A I/O * 2 shift register interrupt flag reading or writing shift register * 3 CB2 interrupt flag reading or writing port B I/O * 4 CB1 interrupt flag reading or writing port A I/O * 5 timer 2 interrupt flag read t2 low or write t2 high * 6 timer 1 interrupt flag read t1 count low or write t1 high * 7 IRQ status flag write logic 0 to IER or IFR bit VIA_int_enable EQU $D00E ;VIA interrupt enable register * 0 CA2 interrupt enable * 1 CA1 interrupt enable * 2 shift register interrupt enable * 3 CB2 interrupt enable * 4 CB1 interrupt enable * 5 timer 2 interrupt enable * 6 timer 1 interrupt enable * 7 IER set/clear control VIA_port_a_nohs EQU $D00F ;VIA port A data I/O register (no handshaking) Cold_Start EQU $F000 Warm_Start EQU $F06C Init_VIA EQU $F14C Init_OS_RAM EQU $F164 Init_OS EQU $F18B Wait_Recal EQU $F192 Set_Refresh EQU $F1A2 DP_to_D0 EQU $F1AA DP_to_C8 EQU $F1AF Read_Btns_Mask EQU $F1B4 Read_Btns EQU $F1BA Joy_Analog EQU $F1F5 Joy_Digital EQU $F1F8 Sound_Byte EQU $F256 Sound_Byte_x EQU $F259 Sound_Byte_raw EQU $F25B Clear_Sound EQU $F272 Sound_Bytes EQU $F27D Sound_Bytes_x EQU $F284 Do_Sound EQU $F289 Do_Sound_x EQU $F28C Intensity_1F EQU $F29D Intensity_3F EQU $F2A1 Intensity_5F EQU $F2A5 Intensity_7F EQU $F2A9 Intensity_a EQU $F2AB Dot_ix_b EQU $F2BE Dot_ix EQU $F2C1 Dot_d EQU $F2C3 Dot_here EQU $F2C5 Dot_List EQU $F2D5 Dot_List_Reset EQU $F2DE Recalibrate EQU $F2E6 Moveto_x_7F EQU $F2F2 Moveto_d_7F EQU $F2FC Moveto_ix_FF EQU $F308 Moveto_ix_7F EQU $F30C Moveto_ix_a EQU $F30E Moveto_ix EQU $F310 Moveto_d EQU $F312 Reset0Ref_D0 EQU $F34A Check0Ref EQU $F34F Reset0Ref EQU $F354 Reset_Pen EQU $F35B Reset0Int EQU $F36B Print_Str_hwyx EQU $F373 Print_Str_yx EQU $F378 Print_Str_d EQU $F37A Print_List_hw EQU $F385 Print_List EQU $F38A Print_List_chk EQU $F38C Print_Ships_x EQU $F391 Print_Ships EQU $F393 Mov_Draw_VLc EQU $F3AD ;count Y X y x ... Mov_Draw_VL_b EQU $F3B1 ;Y X y x ... Mov_Draw_VLcs EQU $F3B5 ;count scale Y X y x ... Mov_Draw_VL_ab EQU $F3B7 ;Y X y x ... Mov_Draw_VL_a EQU $F3B9 ;Y X y x ... Mov_Draw_VL EQU $F3BC ;Y X y x ... Mov_Draw_VL_d EQU $F3BE ;- - y x ... Draw_VLc EQU $F3CE ;count y x y x ... Draw_VL_b EQU $F3D2 ;y x y x ... Draw_VLcs EQU $F3D6 ;count scale y x y x ... Draw_VL_ab EQU $F3D8 ;y x y x ... Draw_VL_a EQU $F3DA ;y x y x ... Draw_VL EQU $F3DD ;y x y x ... Draw_VL_d EQU $F3DF ;- - y x ... Draw_Line_d EQU $F3DF Draw_VLp_FF EQU $F404 ;pattern y x pattern y x ... $01 Draw_VLp_7F EQU $F408 ;pattern y x pattern y x ... $01 Draw_VLp_scale EQU $F40C ;scale pattern y x pattern y x ... $01 Draw_VLp_b EQU $F40E ;pattern y x pattern y x ... $01 Draw_VLp EQU $F410 ;pattern y x pattern y x ... $01 Draw_Pat_VL_a EQU $F434 ;y x y x ... Draw_Pat_VL EQU $F437 ;y x y x ... Draw_Pat_VL_d EQU $F439 ;y x y x ... Draw_VL_mode EQU $F46E ;mode y x mode y x ... $01 Print_Str EQU $F495 Random_3 EQU $F511 Random EQU $F517 Init_Music_Buf EQU $F533 Clear_x_b EQU $F53F Clear_C8_RAM EQU $F542 ;never used by GCE carts? Clear_x_256 EQU $F545 Clear_x_d EQU $F548 Clear_x_b_80 EQU $F550 Clear_x_b_a EQU $F552 Dec_3_Counters EQU $F55A Dec_6_Counters EQU $F55E Dec_Counters EQU $F563 Delay_3 EQU $F56D ;30 cycles Delay_2 EQU $F571 ;25 cycles Delay_1 EQU $F575 ;20 cycles Delay_0 EQU $F579 ;12 cycles Delay_b EQU $F57A ;5*B + 10 cycles Delay_RTS EQU $F57D ;5 cycles Bitmask_a EQU $F57E Abs_a_b EQU $F584 Abs_b EQU $F58B Rise_Run_Angle EQU $F593 Get_Rise_Idx EQU $F5D9 Get_Run_Idx EQU $F5DB Rise_Run_Idx EQU $F5EF Rise_Run_X EQU $F5FF Rise_Run_Y EQU $F601 Rise_Run_Len EQU $F603 Rot_VL_ab EQU $F610 Rot_VL EQU $F616 Rot_VL_Mode_a EQU $F61F Rot_VL_Mode EQU $F62B Rot_VL_dft EQU $F637 Xform_Run_a EQU $F65B Xform_Run EQU $F65D Xform_Rise_a EQU $F661 Xform_Rise EQU $F663 Move_Mem_a_1 EQU $F67F Move_Mem_a EQU $F683 Init_Music_chk EQU $F687 Init_Music EQU $F68D Init_Music_x EQU $F692 Select_Game EQU $F7A9 Clear_Score EQU $F84F Add_Score_a EQU $F85E Add_Score_d EQU $F87C Strip_Zeros EQU $F8B7 Compare_Score EQU $F8C7 New_High_Score EQU $F8D8 Obj_Will_Hit_u EQU $F8E5 Obj_Will_Hit EQU $F8F3 Obj_Hit EQU $F8FF Explosion_Snd EQU $F92E Draw_Grid_VL EQU $FF9F