NOLIST ; ; PAL_ZELDA-3 (FRANCE) ; ;-------------------------------------------------------------------- WORK EQU 000H ; work area WORK0 EQU 000H WORK1 EQU 001H WORK2 EQU 002H WORK3 EQU 003H WORK4 EQU 004H WORK5 EQU 005H WORK6 EQU 006H WORK7 EQU 007H WORK8 EQU 008H WORK9 EQU 009H WORKA EQU 00AH WORKB EQU 00BH WORKC EQU 00CH WORKD EQU 00DH WORKE EQU 00EH WORKF EQU 00FH ; ;-------------------------------------------------------------------- SLMODE EQU 010H ; select MODE GAMEMD EQU 011H ; Game Mode select no. NMIFLG EQU 012H ; NMI flag BLKFLG EQU 013H ; Blanking check flag VRFLG EQU 014H ; VMA pointer flag CGVMAF EQU 015H ; CG. VMA check flag B3CHFG EQU 016H ; BG.3 write flag BGWTFG EQU 017H ; BG. write point flag BGCHFG EQU 018H ; BG. change write flag OBCCFG EQU 019H ; OBJ. BG. character change flag FCNT EQU 01AH ; frame counter FRCNT EQU FCNT ; '' GMMODE EQU 01BH ; ground/danjyon mode (0:ground , 1:danjyon) DJFLG EQU GMMODE ; 0:ground 1:danjyon DPMAIN EQU 01CH ; display mode main DPSUB EQU 01DH ; sub WDMAIN EQU 01EH ; window display main WDSUB EQU 01FH ; sub ; ;----------- player ram ---------------------------------------------- ZWORK EQU 020H ; title demo ram ; PLYPS1 EQU 020H ; Y-pos. low PLYPS0 EQU PLYPS1+1 ; hi PLXPS1 EQU PLYPS0+1 ; X-pos. low PLXPS0 EQU PLXPS1+1 ; hi PLZPS1 EQU PLXPS0+1 ; Z-pos. low PLZPS0 EQU PLZPS1+1 ; hi PLMUKI EQU PLZPS0+1 ; idou houkou PLYSPD EQU PLMUKI+1 ; Y-speed PLXSPD EQU PLYSPD+1 ; X-speed PLZSPD EQU PLXSPD+1 ; Z-speed PLYBUF EQU PLZSPD+1 ; Y-speed buff PLXBUF EQU PLYBUF+1 ; X-speed buff PLZBUF EQU PLXBUF+1 ; Z-speed buff PYFLCH EQU PLZBUF+1 ; player flem chenge PYCRCH EQU PYFLCH+1 ; player chara chenge PLMKCH EQU PYCRCH+1 ; player chara muki PLYMVC EQU PLMKCH+1 ; " Y-pos dyoo PLXMVC EQU PLYMVC+1 ; " X-pos dyoo PLHYBF0 EQU PLXMVC+1 ; " jump hozon work (l) PLHYBF1 EQU PLHYBF0+1 ; " jump hozon work (h) SPYPS EQU PLHYBF1+1 ; " next Y-pos (L) SPYPS1 EQU SPYPS+1 ; " next Y-pos (H) SPXPS EQU SPYPS1+1 ; " next X-pos (L) SPXPS1 EQU SPXPS+1 ; " next X-pos (H) BGCRNO EQU SPXPS1+1 ; " special BG sub flag (L) BGCRNO1 EQU BGCRNO+1 ; " special BG sub flag (H) KENKY EQU BGCRNO1+1 ; " ken push key flag KENKYL EQU KENKY+1 ; " y key flag KENMD EQU KENKYL+1 ; " ken mode KENFM EQU KENMD+1 ; " ken flem counter PLYHN0 EQU KENFM+1 ; " Y-pos hozon (H) PLXHN0 EQU PLYHN0+1 ; " X-pos hozon (H) PLYHN1 EQU PLXHN0+1 ; " Y-pos hozon (L) PLXHN1 EQU PLYHN1+1 ; " X-pos hozon (L) PLMVKY EQU PLXHN1+1 ; " tate key flag PLMVKY1 EQU PLMVKY+1 ; " yoko key flag KNCRYP EQU PLMVKY1+1 ; " enmy ken haba y-pos KNCRXP EQU KNCRYP+1 ; " enmy ken haba x-pos HANEFG EQU KNCRXP+1 ; " hanekaeri flag HANIFG EQU HANEFG+1 ; " In fight area flag HANIFG1 EQU HANIFG+1 ; " ken difence flag DRATMV EQU HANIFG1+1 ; " door auto move flag (L) DRATMV1 EQU DRATMV+1 ; " door auto move flag (H) OMSBMD EQU DRATMV1+1 ; " oam sub mode flag KAKUFM EQU OMSBMD+1 ; " kakuremino flem flag DIEFG EQU KAKUFM+1 ; " die flag PYATFG EQU DIEFG+1 ; " auto flag DSTMFM EQU PYATFG+1 ; " dash sound timer flem conter PYMKFG EQU DSTMFM+1 ; " muki kotei flag PLHNL0 EQU PYMKFG+1 ; " y-pos hozon (l) 0 PLHNH0 EQU PLHNL0+1 ; " y-pos hozon (H) 0 PLHNL1 EQU PLHNH0+1 ; " y-pos hozon (L) 1 PLHNH1 EQU PLHNL1+1 ; " y-pos hozon (H) 1 KAKUMD EQU PLHNH1+1 ; " kakuremino mode RABIFG EQU KAKUMD+1 ; " rabit hozon flag PSTPFG EQU RABIFG+1 ; " step check flag KDFGST EQU PSTPFG+1 ; " kaidan BG check flag HOLEFG EQU KDFGST+1 ; " hole BG check flag HOLEFG1 EQU HOLEFG+1 ; " hole data index flag HOLEFG2 EQU HOLEFG1+1 ; " hole mode flag PLHLFM EQU HOLEFG2+1 ; " hole flem counter LNMODE EQU PLHLFM+1 ; " mode flag PYSPFG EQU LNMODE+1 ; " speed index flag BKONFG EQU PYSPFG+1 ; " block bit on flag (L) BKONFG1 EQU BKONFG+1 ; " block bit on flag (H) BLKFLM EQU BKONFG1+1 ; " block wait flem counter DRMKFG EQU BLKFLM+1 ; " door muki flag DRMKFG1 EQU DRMKFG+1 ; " door muki flag 1 PYBGUN EQU DRMKFG1+1 ; " BG uusen juni flag PYBGUN1 EQU PYBGUN+1 ; " BG uusen juni flag 1 ; PWORK0 EQU PYBGUN1+1 ; player work 0 (bg check flag) PWORK1 EQU PWORK0+1 ; " work 1 (keya1) PWORK2 EQU PWORK1+1 ; " work 2 (h-scr check flag) PWORK3 EQU PWORK2+1 ; " work 3 (v-scr check flag) PWORK4 EQU PWORK3+1 ; " work 4 (naname bg check counter) PWORK5 EQU PWORK4+1 ; " work 5 (special bg hosei houkou) PWORK6 EQU PWORK5+1 ; " work 6 (x,y-door flag) PWORK7 EQU PWORK6+1 ; " work 7 (special naname check flag) PWORK8 EQU PWORK7+1 ; " work 8 (special bg no flag) PWORK9 EQU PWORK8+1 ; " work 9 (x,y-door hosei flag) PWORKA EQU PWORK9+1 ; " work A (special bg x-hosei dyoo) PWORKB EQU PWORKA+1 ; " work B (special bg y-hosei dyoo) BMWORK EQU PWORKB+1 ; " beam work BMWORK5 EQU BMWORK+5 ; ; PTBIFG EQU BMWORK5+1 ; player tobi flag KENTIM EQU PTBIFG+1 ; player ken kaiten timer OMPHZN EQU KENTIM+2 ; player omote,ura hozon flag ;;;;;; EQU OMPHZN+1 ; ; SCRPNT EQU 084H ;screen no kihon no iti XWRITE EQU SCRPNT+2 ;yoko no unit no iti YWRITE EQU XWRITE+2 ;tate no unit no iti MPDTNO EQU YWRITE+2 ;dono map ka o simesu 0--8 MPDTN1 EQU MPDTNO+2 ; BG.1 map no. ; CGBFWK EQU 08DH ; CG. buffer work ;-------------------------------------------------------------------- OAMADR EQU 090H ; oam address OSBADR EQU OAMADR+2 ; oam-sub address ; MD2105 EQU OSBADR+2 ; 2105H MD2106 EQU MD2105+1 ; 2106H WD2123 EQU MD2106+1 ; 2123H WD2124 EQU WD2123+1 ; 2124H WD2125 EQU WD2124+1 ; 2125H WD2130 EQU WD2125+1 ; 2130H WD2131 EQU WD2130+1 ; 2131H WD420C EQU WD2131+1 ; 420CH WD2132R EQU WD420C+1 ; 2132H(red) WD2132G EQU WD2132R+1 ; (green) WD2132B EQU WD2132G+1 ; (blue) WD2109 EQU WD2132B+1 ; 2109H ; RMXYCT EQU 0A0H ; room x,y-counter BKRMPT EQU 0A2H ; befoer room pointer FLORNO EQU 0A4H ; floor no. RMCKXF EQU 0A6H ; x-check flag RMCKYF EQU 0A7H ; y-check flag RMCKPT EQU 0A8H ; check pointer RMXCPT EQU 0A9H ; x-check pointer RMYCPT EQU 0AAH ; y- ;NXRMCT EQU 0ACH ; next room counter ; BGMVFG EQU 0ADH ; BG. move data flag INFDF0 EQU 0AEH ; information data flag-0 INFDF1 EQU 0AFH ; -1 ; JRSBPT EQU 0B0H ; JSRSUB pointer XSTCNT EQU 0B2H ; x-set counter XSTCTH EQU 0B3H ; YSTCNT EQU 0B4H ; y-set YSTCTH EQU 0B5H ; ; DTBFWK EQU 0B7H ; data buffer work DTRDPT EQU 0BAH ; data read pointer ; WORKZ EQU 0BDH ; work area ; BFP000 EQU 0BFH ; buffer + 000H BFP002 EQU BFP000+3 ; + 002H BFP004 EQU BFP002+3 ; + 004H BFP006 EQU BFP004+3 ; + 006H BFP080 EQU BFP006+3 ; + 080H BFP082 EQU BFP080+3 ; + 082H BFP084 EQU BFP082+3 ; + 084H BFP086 EQU BFP084+3 ; + 086H BFP100 EQU BFP086+3 ; + 100H BFP180 EQU BFP100+3 ; + 180H BFP200 EQU BFP180+3 ; + 200H BFPZZZ EQU BFP200+3 ; ; TATYOK EQU 0C0H ;BG o tate ni kakuka yoko ni kakuka MPCNT EQU TATYOK+2 ;scrol no kaunto SCRCTX EQU MPCNT+2 ;yoko " SCRCTY EQU SCRCTX+2 ;>GDBUF0 or >GDBUF1 ga hairu (kansetu syosyoko) ; CWORK0 EQU SCRCTY+2 ; char. work - 0 CWORK1 EQU CWORK0+1 ; - 1 CWORK2 EQU CWORK1+1 ; - 2 CWORK3 EQU CWORK2+1 ; - 3 CWORK4 EQU CWORK3+1 ; - 4 CWORK5 EQU CWORK4+1 ; - 5 CWORK6 EQU CWORK5+1 ; - 6 CWORK7 EQU CWORK6+1 ; - 7 CWORK8 EQU CWORK7+1 ; - 8 ; HWORK0 EQU CWORK8+1 ; HWORK1 EQU HWORK0+1 ; HWORK2 EQU HWORK1+1 ; HWORK3 EQU HWORK2+1 ; HWORK4 EQU HWORK3+1 ; HWORK5 EQU HWORK4+1 ; ; ; SCCH1 EQU BFPZZZ ; BG-1. H-scroll counter_L SCCH11 EQU 0E1H ; _H SCCH2 EQU 0E2H ; BG-2. SCCH21 EQU 0E3H SCCH3 EQU 0E4H ; BG-3. SCCH31 EQU 0E5H SCCV1 EQU 0E6H ; BG-1. V-scroll counter_L SCCV11 EQU 0E7H ; _H SCCV2 EQU 0E8H ; BG-2. SCCV21 EQU 0E9H SCCV3 EQU 0EAH ; BG-3. SCCV31 EQU 0EBH ; PSCKRM EQU 0ECH ; position check ram (G=03F8H , D=01F8H) PLBGCKF EQU 0EEH ; player BG. check flag (0:BG2 , 1:BG1) PLMDCCF EQU 0EFH ; mode change check flag ; ; KEYA1 EQU 0F0H ; key repeat (A,B,sl,st,u,d,l,r) KEYB1 EQU 0F1H ; KEYA1L EQU 0F2H ; (X,Y,L,R ) KEYB1L EQU 0F3H ; KEYA2 EQU 0F4H ; triga KEYB2 EQU 0F5H ; KEYA2L EQU 0F6H ; KEYB2L EQU 0F7H ; KEYBF EQU 0F8H ; back_up KEYBFL EQU 0FAH ; ; RSXYCKF EQU 0FCH ; reset x,y check flag ; ; POLYTIME EQU 0FFH ; poly-gon time ;-------------------------------------------------------------------- ;-------------------------------------------------------------------- PCHPT0 EQU 100H ; player character pointer PCHPT1 EQU PCHPT0+2 ; PCHPT2 EQU PCHPT1+2 ; ; KENCPT EQU PCHPT2+3 ; sword TATCPT EQU KENCPT+1 ; shild ITMCPT EQU TATCPT+1 ; [B],[Y] ; ; GOVRCFG EQU 10AH ; game-over check flag ; NXSLMD EQU 10CH ; next select MODE ; GOPOSF EQU 10EH ; ; RMDTPT EQU 110H ; room data pointer ; SPMCFG EQU 112H ; special magic flag ; EXITFG EQU 114H ; exit-door flag ; NXBWFG EQU 116H B1CWF0 EQU NXBWFG B1CWF1 EQU NXBWFG ; CHADRF EQU 118H ; chracter change Vram address ; YUREXD EQU 11AH ; yure x-data YUREYD EQU 11CH ; y-data SSCCH2 EQU 11EH ; set SCCH2 SSCCH1 EQU 120H ; SCCH1 SSCCV2 EQU 122H ; SCCV2 SSCCV1 EQU 124H ; SCCV1 ; PSCCCT EQU 126H ; player scroll counter ; IRQSWFG EQU 128H ; IRQ swich flag ; POLYCFG EQU 12AH ; polygon check flag ; SOUND0 EQU 012CH ; sound port-0 SOUND1 EQU SOUND0+1 ; 1 SOUND2 EQU SOUND1+1 ; 2 SOUND3 EQU SOUND2+1 ; 3 SVSND0 EQU SOUND3+1 ; check SVCKF1 EQU SVSND0+1 ; check SNDSFG0 EQU SVCKF1+1 ; sound0 set flag SVCKF0 EQU SNDSFG0+1 ; check flag ; WTRADR EQU SVCKF0+1 ; water write address ; SNDPCFG EQU WTRADR+2 ; sound program check flag ; STACK EQU 100H ; Stack area STACKED EQU SNDPCFG+1 ; ;-------------------------------------------------------------------- ITEMMD EQU 0200H ; item select check mode MAPDMD EQU ITEMMD ; map display mode GETITM0 EQU ITEMMD+2 ; B no mmoteiru yatu ;GETITM1 EQU GETITM0+2 ; Y no yatu ;GETITM2 EQU GETITM1+2 ; Extra no yatu ;GETITM3 EQU GETITM2+1 ; spaceial no yatu IWORK0 EQU GETITM0+3 ; item work MAPSCT EQU IWORK0 ; map scroll counter IFRCNT0 EQU IWORK0+1 ; item select frcnt 0 IFRCNT1 EQU IFRCNT0+1 ; item select frcnt 1 KAICNT EQU IFRCNT1+1 ; kaihuku no fram caunto MAPNOW EQU KAICNT ; map main kaisu KAIIDX EQU KAICNT+1 ; kaihuku no print BG idx KAIFLG EQU KAIIDX+1 ; kaihuku no flg ; TMBMCT EQU KAIFLG+1 ; tame beem cnt ; MAPCFG EQU TMBMCT+2 ; map check flag MAPBGP EQU MAPCFG+1 ; map next bg point MAPLEV EQU MAPBGP+2 ; map level MAPWTA EQU MAPLEV+1 ; map write adress MAPSMK EQU MAPWTA+2 ; map scrll muki MPLKPX EQU MAPSMK+2 ; map link obj set position x MPLKPY EQU MPLKPX+2 ; " y ; MTRADR EQU MPLKPY+2 ; mater address MTRCBF EQU MTRADR+2 ; mater clear buffer ;;;;;; EQU MTRCBF+8 ; MSGEFG EQU MTRCBF+8 ; message write flag ; ; BMCRFG EQU 0280H ; BG. cross check flag BMCRTM EQU BMCRFG+0AH ; hit on,off timer BMZSPD EQU BMCRTM+0AH ; beam z-speed BMZPSL EQU BMZSPD+0AH ; beam z-pos (L) BMZSDR EQU BMZPSL+0AH ; beam z-buff ;;;;;; EQU BMZSDR+0AH ; ; ;-------------------------------------------------------------------- KDATFG EQU 02C0H ; " auto kaidan BG check flag KDATFG1 EQU KDATFG+1 ; " auto kaidan bg check flag PLBKFG EQU KDATFG1+1 ; " pull block flag BKMODE EQU PLBKFG+1 ; " block mode flag BLHLFM EQU BKMODE+1 ; " block holl flem counter HANEFM EQU BLHLFM+1 ; " hanekaeri flem counter JMPTIM EQU HANEFM+1 ; " jump times PLZSPD1 EQU JMPTIM+1 ; " z-speed hozon HLMKFG EQU PLZSPD1+2 ; " hole muki hozon HLMKCT EQU HLMKFG+1 ; " hole hosei timer SWFLFM EQU HLMKCT+1 ; " swim speed flem conter SWDSMD EQU SWFLFM+1 ; " swim dasei mode flag OPMTIM EQU SWDSMD+1 ; " option timer flag OPINDX EQU OPMTIM+2 ; " option data index OPJPFG EQU OPINDX+5 ; " option jump flag OPJPIX EQU OPJPFG+1 ; " option jump index flag OPJPTM EQU OPJPIX+1 ; " option jump time flag OPKGMD EQU OPJPTM+1 ; " option kage mode flag ATMTFG EQU OPKGMD+1 ; " aitem moshi no flag ATMTTM EQU ATMTFG+1 ; " aitem mochi timer ATMTHK EQU ATMTTM+1 ; " aitem mochikata flag TRIFFG EQU ATMTHK+1 ; " traiforce on,off flag PXHZN1 EQU TRIFFG+1 ; " player x-pos (L) hozon PXHZN0 EQU PXHZN1+1 ; " player x-pos (H) hozon PYHZN1 EQU PXHZN0+1 ; " player y-pos (L) hozon PYHZN0 EQU PYHZN1+1 ; " player y-pos (H) hozon RABFLG EQU PYHZN0+1 ; " player rabit on,off flag PYSTOP EQU RABFLG+1 ; " stop flag KAKUFM1 EQU PYSTOP+1 ; " kakuremino key wait KNSTOP EQU KAKUFM1+1 ; " ken stop timer PYALSP EQU KNSTOP+1 ; " all stop flag BATMFG EQU PYALSP+1 ; takara bako bg check flag HAKAFG EQU BATMFG+2 ; haka bg check flag ITMVFG EQU HAKAFG+2 ; aitem move on flag RUYAFG EQU ITMVFG+1 ; rouya bg no flag BMCHOK EQU RUYAFG+2 ; bomb chach ok flag INORON EQU BMCHOK+1 ; inoru bg on,off flag INORNO EQU INORON+1 ; inoru bg check flag INTEKI EQU INORNO+2 ; inoru teki move on flag DASFLM EQU INTEKI+1 ; dash move flem counter OPMSFG EQU DASFLM+1 ; opiton messge on,off flag CACHON EQU OPMSFG+2 ; obj mochiage flag on PSSTOP EQU CACHON+1 ; player speed stop flag FTBGON EQU PSSTOP+1 ; fot shot bg on flag CHKONS EQU FTBGON+2 ; chakushi sound on flag OPNOSI EQU CHKONS+1 ; option shouji nashi DZHKOK EQU OPNOSI+1 ; douzou hiku on flag ; CRFLSH EQU PYFLASH ; player flash set TMDTFG EQU USAGFG ; player tame dot flag ; AITMMD EQU 0300H ; player aitem mode flag AITMBT EQU AITMMD+1 ; player aitem bit flag PKYNOT EQU AITMBT+1 ; player key not flag BPSHMD EQU PKYNOT+1 ; player b key push mode flag BPSHZN EQU BPSHMD+1 ; " b key mode hozon flag YPSHMD EQU BPSHZN+1 ; player y key push mode flag YPSHZN EQU YPSHMD+1 ; " mode hozon flag LOTITM EQU YPSHZN+1 ; player magic flag PYDMBT EQU LOTITM+1 ; " y key in demo bit flag PYDMBT1 EQU PYDMBT+1 ; " bit flag 1 PYDMMD EQU PYDMBT1+1 ; " mode PYDMFM EQU PYDMMD+1 ; " flem counter PYDMFM1 EQU PYDMFM+1 ; " flem counter PYDMNO EQU PYDMFM1+1 ; " times PYDMNO1 EQU PYDMNO+1 ; " times PYDMTM EQU PYDMNO1+1 ; " loop timer BG1VMC EQU PYDMTM+1 ; scrool move counter (v) BG1HMC EQU BG1VMC+2 ; " (h) CACHOK EQU BG1HMC+2 ; player katsugi flag KNBTFG EQU CACHOK+1 ; ken bit flag PYHAMI EQU KNBTFG+1 ; player hasami flag YPSCZN EQU PYHAMI+2 ; player sccv y pos hozon flag XPSCZN EQU YPSCZN+2 ; player scch x pos hozon flag KNSPMD EQU XPSCZN+2 ; player ken special mode flag PLMKPH EQU KNSPMD+2 ; player muki hozon PYFLASH EQU PLMKPH+1 ; player flash flem counter BELTFG EQU PYFLASH+1 ; player belt conbear BG check flag BELTCN EQU BELTFG+2 ; player belt conbear on flag KGHORM EQU BELTCN+1 ; player kage houkou flag KNTMFG EQU KGHORM+1 ; player special ken times flag SWFLMY EQU KNTMFG+2 ; player swimming flem counter (X) SWFLMX EQU SWFLMY+2 ; player swimming flem counter (Y) SWMODE EQU SWFLMX+2 ; player swimming patarn flag SWADFY EQU SWMODE+1 ; swim add,sub flag (Y) SWADFX EQU SWADFY+2 ; swim add,sub flag (X) SWSPFY EQU SWADFX+2 ; swim speed on flag (Y) SWSPFX EQU SWSPFY+2 ; swim speed on flag (X) FIRENO EQU SWSPFX+2 ; fire BG no flag SWMXSY EQU FIRENO+1 ; swim speed max flag (Y) SWMXSX EQU SWMXSY+2 ; swim speed max flag (X) SWYHKU EQU SWMXSX+2 ; swim add,sub speed (Y) SWXHKU EQU SWYHKU+2 ; swim add,sub speed (X) SWKASY EQU SWXHKU+2 ; swim kasoku (Y) SWKASX EQU SWKASY+2 ; swim kasoku (X) SWMUKI EQU SWKASX+2 ; swim player muki flag PWATER EQU SWMUKI+1 ; water BG check flag WTRSID EQU PWATER+2 ; water side BG check flag WATRFG EQU WTRSID+2 ; water flag PLCGRM EQU WATRFG+1 ; player CG flag PICEFG EQU PLCGRM+2 ; ice BG check flag ICEFLAG EQU PICEFG+2 ; ice flag USAGFG EQU ICEFLAG+1 ; usagi hankan teki flag NUKIFG EQU USAGFG+1 ; nuki data flag PRIONF EQU NUKIFG+2 ; priority flag SWAKEY EQU PRIONF+1 ; swim a key flag DKYHZN EQU SWAKEY+1 ; DOT key hozon flag ASWFLG EQU DKYHZN+1 ; asase on,off flag OMPTFG EQU ASWFLG+1 ; oam point flag PYMODE EQU OMPTFG+2 ; oam mode set pointer ASAMDE EQU PYMODE+1 ; kusa mode flag ASAFLM EQU ASAMDE+1 ; kusa flem counter KUSAFG EQU ASAFLM+1 ; kusa bg check flag WTASFG EQU KUSAFG+2 ; asai water bg check flag SHIBFG EQU WTASFG+2 ; shibafu bg check flag KGBGUN EQU SHIBFG+2 ; kage bg uusen flag BMRMOV EQU KGBGUN+2 ; bumeran move flag PIPIFG EQU BMRMOV+1 ; piri piri on flag OMCLCG EQU PIPIFG+1 ; oam coler chenge flag JMPZSP EQU OMCLCG+1 ; jump z-speed hozon JMPZSP1 EQU JMPZSP+1 ; " JMPZPS1 EQU JMPZSP1+1 ; jump z-pos hozon MTKSFG EQU JMPZPS1+2 ; motsu bg check flag MTKSNO EQU MTKSFG+2 ; motsu NO flag MTIXFG EQU MTKSNO+2 ; motsu index flag DEMOFG EQU MTIXFG+1 ; DEMO bit flag PLAYDO EQU DEMOFG+1 ; Do mode flag GAKEFG EQU PLAYDO+1 ; chijoo gake BG check flag RASNFM EQU GAKEFG+4 ; rasen timer DASHFG EQU RASNFM+1 ; dash on flag !! DAMEFG EQU DASHFG+1 ; dameege flag DASHFM EQU DAMEFG+1 ; dash timer TMLGFG EQU DASHFM+1 ; jump time lag flag DODMBT EQU TMLGFG+1 ; DO demo bit flag HIKUFG EQU DODMBT+1 ; hiku no set flag RASNYK EQU HIKUFG+1 ; rasen yoko flem counter KINSHI EQU RASNYK+1 ; DO sousa kinshi flag AITMBT1 EQU KINSHI+1 ; item bit check flag 1 MRTKFG EQU AITMBT1+1 ; muteki flag OPNGMD EQU MRTKFG+1 ; oopning demo mode OPNGFG EQU OPNGMD+1 ; oopning demo player no flag BOGMOV EQU OPNGFG+1 ; bogan move bg hit flag BGOFFG EQU BOGMOV+1 ; bg check off flag ;;;;;; EQU BGOFFG+1 ; ; BUADSB EQU 0380H ; bumeran add,sub speed HIBSTAT EQU BUADSB+5 ; " hibana on flag BUPLYL EQU HIBSTAT+5 ; " retrun y-pos (L) hozon BUPLYH EQU BUPLYL+5 ; " (H) hozon HBFLEM EQU BUPLYH+5 ; hibana flem counter HBYPSL EQU HBFLEM+5 ; " y-pos HBXPSL EQU HBYPSL+2 ; " x-pos HBMUKI EQU HBXPSL+2 ; " muki BUMFLM EQU HBMUKI+2 ; " kaiten flem counter BUMODE EQU BUMFLM+5 ; " kaiten mode no BMKMHN EQU BUMODE+5 ; " bumeran kaiten muki flag BOMBYP EQU BMKMHN+5 ; bomb yarare y-pos BOMBXP EQU BOMBYP+1 ; " yarare x-pos BOMINX EQU BOMBXP+1 ; " bomb index flag BMFLFG EQU BOMINX+1 ; " beam flem counter BCDXPS EQU BMFLFG+5 ; " kakera x-pos BCDYPS EQU BCDXPS+4 ; " kakera y-pos BCDMKI EQU BCDYPS+4 ; " kakera muki BCDFLM EQU BCDMKI+2 ; " kakera flem counter BCDMNO EQU BCDFLM+2 ; " kake mode no BMSTCT EQU BCDMNO+2 ; aitem set index counter YABGCK EQU BMSTCT+1 ; ya scrool idou on flag BMCDPR EQU YABGCK+5 ; code 3 priorty flag BMYINX EQU BMCDPR+5 ; beam y-reji index flag KMMODE EQU BMYINX+3 ; tame dot kumo chara mode flag KMYPMD EQU KMMODE+3 ; tame dot kumo y pos mode flag TMSWON EQU KMYPMD+6 ; tama swichi on flag !! KMFLEM EQU TMSWON+6 ; tame dot kumo flem counter BMBGNO EQU KMFLEM+3 ; beam bg no counter HKMVON EQU BMBGNO+5 ; haka move on,off flag BMDEFG EQU HKMVON+1 ; bomb die flag KNPASFG EQU BMDEFG+5 ; ken pause flag WRAFLM EQU KNPASFG+1 ; warp wait timer BELFLG EQU WRAFLM+1 ; move yuka BG check flag BELFCN EQU BELFLG+2 ; move yuka on,off flag SRMNFG EQU BELFCN+1 ; sromon tama BG check on,off flag USAGTM EQU SRMNFG+1 ; usagi teki hankan timer USGOFN EQU USAGTM+2 ; usagi enmy on,off flag ATHKOK EQU USGOFN+1 ; aitem hiku on flag BOGNTM EQU ATHKOK+1 ; bogan BG check off timer flag XRHIFG EQU BOGNTM+1 ; player h-houkou gamen gai on flag DOKATA EQU XRHIFG+2 ; kousei scop move flag TRCACH EQU DOKATA+1 ; tori chach on flag ; ;-------------------------------------------------------------------- RMSTTT EQU 0400H ; room door on/off bit EMYSTT EQU RMSTTT+2 ; enemy INFSTT EQU EMYSTT+2 ; information ITMSTT EQU INFSTT+2 ; item MAPSTT EQU ITMSTT+2 ; map ; GRNDNO EQU MAPSTT+2 ; ground no. DJNNO EQU GRNDNO+2 ; danjyon no. ROOMNO EQU DJNNO+2 ; room no. SCRLMD EQU ROOMNO+2 ; mode flag CCHGPT EQU SCRLMD+2 ; character change pointer GSUBFG EQU CCHGPT+2 ; sub gamen check flag GDWTFG EQU GSUBFG+2 ; ground write flag SCRLFG EQU GDWTFG+2 ; Scroll check flag ; BG1MFG EQU SCRLFG+2 ; BG.1 move ram BG1MBF EQU BG1MFG+2 ; calc. buffer BG1MPT EQU BG1MBF+2 ; dot pointer BG1YCT EQU BG1MPT+2 ; BGMVC0 EQU BG1YCT+2 ; total counter-0 BGMVC1 EQU BGMVC0+2 ; -1 PBONFG EQU BGMVC1+2 ; player on check flag B1MFLG EQU PBONFG+2 ; BG.1 move flag B1CWPT EQU B1MFLG+2 ; write point ; BLKPNT EQU B1CWPT+2 ; block set pointer LMPPNT EQU BLKPNT+2 ; lamp pointer TPCKFG EQU LMPPNT+2 ; trap check flag TPCKPT EQU TPCKFG+2 ; TRAP check pointer SWDRFG EQU TPCKPT+2 ; swich door flag ERDRFG EQU SWDRFG+2 ; erase door flag USCKPT EQU ERDRFG+2 ; Up-STEP DSCKPT EQU USCKPT+2 ; Dn-STEP UDSCKP0 EQU DSCKPT+2 ; UD-STEP (floor change) UDSCKP1 EQU UDSCKP0+2 ; UD-STEP UDSCKP2 EQU UDSCKP1+2 ; UD-STEP (normal) UDSCKP3 EQU UDSCKP2+2 ; UD-STEP (water) UDSCKP4 EQU UDSCKP3+2 ; water-side STEP UDSCKP5 EQU UDSCKP4+2 ; Tobiori-STEP UDSCKP6 EQU UDSCKP5+2 ; water-side STEP (kirikae) FLCKFG EQU UDSCKP6+2 ; floor up-down check flag NSTPFG EQU FLCKFG+2 ; normal step check flag MDCCKPT EQU NSTPFG+2 ; mode change check DJCCKPT EQU MDCCKPT+2 ; danjyon change check CWLXYF EQU DJCCKPT+2 ; crush wall x,y on/off flah CWLFLG EQU CWLXYF+2 ; check flag CWLPNT EQU CWLFLG+2 ; pointer LGTWFG EQU CWLPNT+2 ; light-wipe flag LGTWST EQU LGTWFG+2 ; status WBFPNT EQU LGTWST+2 ; write buffer set pointer RWBFPT EQU WBFPNT+2 ; rewrite buffer pointer DORPNT EQU RWBFPT+2 ; door set pointer STPFLG EQU DORPNT+2 ; step flag SPMVCT EQU STPFLG+2 ; step move counter BLTRPF EQU SPMVCT+2 ; block trap check flag TRAPMD EQU BLTRPF+2 ; trap mode B2FLNO EQU TRAPMD+2 ; BG.2 floor no. BGALCKF EQU B2FLNO+2 ; BG. all check flag WRSDPT EQU BGALCKF+2 ; water side set pointer WGTPNT EQU WRSDPT+2 ; water gate pointer WGTADR EQU WGTPNT+2 ; address BMUKI EQU WGTADR+2 ; block init. move muki CDBGCKF EQU BMUKI+2 ; code BG. check flag (0:BG2 , 1:BG1) LMPDGP EQU CDBGCKF+2 ; lamp data get pointer TBRCFG EQU LMPDGP+2 ; tobiori check flag (1:tobiori) TAPADR EQU TBRCFG+2 ; tap address UPCKPT EQU TAPADR+2 ; Up-step DNCKPT EQU UPCKPT+2 ; Down-step UPCKP1 EQU DNCKPT+2 ; Up-step (down) DNCKP1 EQU UPCKP1+2 ; Down-step (down) GBBXPS EQU DNCKP1+2 ; ground bomb check x-pos. GBBYPS EQU GBBXPS+2 ; y-pos. STPDPT EQU GBBYPS+2 ; step data pointer RSNADR EQU STPDPT+2 ; rasen address ERXYCT EQU RSNADR+2 ; enemy check room no. B1FLNO EQU ERXYCT+2 ; BG.1 floor no BSTPPT EQU B1FLNO+2 ; before rasen address RAINPT EQU BSTPPT+2 ; rain pointer TBXCPT EQU RAINPT+2 ; takara-box pointer RKYCPT EQU TBXCPT+2 ; rouya-key pointer UDSCKP8 EQU RKYCPT+2 ; UD-STEP (floor change) UDSCKP9 EQU UDSCKP8+2 ; UD-STEP UDSCKPA EQU UDSCKP9+2 ; UD-STEP (normal) FLNODFG EQU UDSCKPA+2 ; floor no. display counter SUPCP0 EQU FLNODFG+2 ; scroll-step up SUPCP1 EQU SUPCP0+2 ; SDNCP0 EQU SUPCP1+2 ; down SDNCP1 EQU SDNCP0+2 ; RESTSFG EQU SDNCP1+2 ; restart check flag GDMMPT EQU RESTSFG+2 ; ground memory buffer pointer UDSCKPB EQU GDMMPT+2 ; UD-STEP (water) WRDADR EQU UDSCKPB+2 ; width road address OKRNFLG EQU WRDADR+2 ; okarina flag BMTMER EQU OKRNFLG+2 ; option-bomb timer BMTMCT EQU BMTMER+1 ; counter TRAPPT EQU BMTMCT+1 ; trap read-address OPDRCFG EQU TRAPPT+2 ; option door check flag TPCHPT EQU OPDRCFG+2 ; trap change pointer SWYKPT EQU TPCHPT+2 ; swich-yuka pointer KMBRCT EQU SWYKPT+2 ; kame-iwa boss (R) counter KMBBCT EQU KMBRCT+1 ; (B) counter KMBRPT EQU KMBBCT+1 ; (R) pointer KMBBPT EQU KMBRPT+1 ; (B) pointer BSCLTMR EQU KMBBPT+1 ; boss clear check timer ATBXCT EQU BSCLTMR+2 ; atemon-takara-box counter GNNCFG EQU ATBXCT+1 ; ganon check flag GDINFF EQU GNNCFG+1 ; ground information flag INFCFG EQU GDINFF+1 ; information check start check flag KMKCPT EQU INFCFG+1 ; kame-iwa kui check flag HRTSCT EQU KMKCPT+2 ; heart sound counter ; OPCHTM EQU HRTSCT+1 ; option character change timer ; opchtm EQU OPCHTM+1 ; ; ;-------------------------------------------------------------------- LMPTMR EQU 04F0H ; lamp timer ; BLKSTT EQU 0500H ; block status BLKDPT EQU BLKSTT+2*16 ; mode BLKADR EQU BLKDPT+2*16 ; address BLKDT0 EQU BLKADR+2*16 ; rewrite data-0 BLKDT1 EQU BLKDT0+2*16 ; -1 BLKDT2 EQU BLKDT1+2*16 ; -2 BLKDT3 EQU BLKDT2+2*16 ; -3 LMPADR EQU BLKADR ; lamp address LMPDPT EQU BLKDPT ; data pointer ; BLKXPS0 EQU BLKDT3+2*16 ; x-pos. HI BLKXPS1 EQU BLKXPS0+2*2 ; LOW BLKXPS2 EQU BLKXPS1+2*2 ; calc BLKYPS0 EQU BLKXPS2+2*2 ; y-pos. HI BLKYPS1 EQU BLKYPS0+2*2 ; LOW BLKYPS2 EQU BLKYPS1+2*2 ; calc BLKMUKI EQU BLKYPS2+2*2 ; move muki BLKMODE EQU BLKMUKI+2*2 ; max flag ; ; DATBUF EQU BLKSTT ;]unit data no tenkaisuru toko (used 040H) ; ;-------------------------------------------------------------------- SCVU EQU 0600H ; scroll limit V-counter SCVU1 EQU SCVU+2 ; SCVD EQU SCVU1+2 ; SCVD1 EQU SCVD+2 ; SCHL EQU SCVD1+2 ; H-counter SCHL1 EQU SCHL+2 ; SCHR EQU SCHL1+2 ; SCHR1 EQU SCHR+2 ; ; ESCCH0 EQU SCVU ; ending SCCH0 ESCCH1 EQU SCVU1 ; SCCH1 ESCCH2 EQU SCVD ; SCCH2 ESCCH3 EQU SCVD1 ; SCCH3 ESCCH4 EQU SCHL ; SCCH4 ESCCH5 EQU SCHL1 ; SCCH5 ESCCH6 EQU SCHR ; SCCH6 ESCCH7 EQU SCHR1 ; SCCH7 ; ; SCKY00 EQU SCHR1+2 ; scroll check Y(up) SCKY10 EQU SCKY00+2 ; (down) SCKX00 EQU SCKY10+2 ; (left) SCKX10 EQU SCKX00+2 ; (right) PYUPCT EQU SCKX10+2 ; PYDWCT EQU PYUPCT+2 ; PXLFCT EQU PYDWCT+2 ; PXRTCT EQU PXLFCT+2 ; ; SCH1CT EQU PXRTCT+2 ; SCCH1 counter SCV1CT EQU SCH1CT+2 ; SCCV1 counter ; UPSLCT EQU SCV1CT+2 ; up scroll counter DWSLCT EQU UPSLCT+2 ; down LFSLCT EQU DWSLCT+2 ; left RTSLCT EQU LFSLCT+2 ; right ; SCHCT EQU RTSLCT+2 ; SCCH2 counter SCVCT EQU SCHCT+2 ; SCCV2 ; PSCH3 EQU SCVCT+2 ; PSCH31 EQU PSCH3+1 ; PSCH3C EQU PSCH31+2 ; ; HDMNO EQU PSCH3C+2 ; mode-7 H-DMA no. SCRNO EQU HDMNO+1 ; screen no. ZOOM EQU SCRNO+1 ; zoom point CENTX EQU ZOOM+1 ; center pos-X CENTY EQU CENTX+2 ; Y ; ; HLINFF EQU CENTY+2 ; hole down information flag STPINF0 EQU HLINFF+1 ; step information flag-0 STPINF1 EQU STPINF0+1 ; -1 STPINF2 EQU STPINF1+1 ; -2 STPINF3 EQU STPINF2+1 ; -3 ; BLKSWF EQU STPINF3+1 ; block swich flag SWCHFG EQU BLKSWF+1 ; swich flag INFONFG EQU SWCHFG+2 ; information on check flag SWCHF1 EQU INFONFG+2 ; soromon-tama swich flag MZKFLG EQU SWCHF1+1 ; mozaiku flag mzkflg EQU MZKFLG+1 ; ; ; WNXPL0 EQU 0670H ; window x-pos (L) 1 WNXPH0 EQU WNXPL0+1 ; x-pos (H) 1 WNXPL1 EQU WNXPL0+2 ; x-pos (L) 2 WNXPH1 EQU WNXPL1+1 ; x-pos (H) 2 WNYPL0 EQU WNXPL1+2 ; y-pos (L) 1 WNYPH0 EQU WNYPL0+1 ; y-pos (H) 1 WNYPL1 EQU WNYPL0+2 ; y-pos (L) 2 WNYPH1 EQU WNYPL1+1 ; y-pos (H) 2 WNXBUF EQU WNYPL1+2 ; x-pos speed buff WNYBUF EQU WNXBUF+2 ; y-pos speed buff WNHNKI EQU WNYBUF+2 ; window hankei WNSTAT EQU WNHNKI+2 ; waip start flag ;;;;; EQU WNSTAT+2 ; ;-------------------------------------------------------------------- OYKMOD EQU 0680H ; open yuka mode OYKCFG EQU OYKMOD+2 ; count flag OYKXPS EQU OYKCFG+2 ; obj. x-pos. OYKXAD EQU OYKXPS+2 ; x-address OYKYAD EQU OYKXAD+2 ; y-address OYKADR EQU OYKYAD+2 ; address ; WINXPS EQU OYKMOD ; water into x-pos. WINYPS EQU WINXPS+2 ; y-pos. WINMCT EQU WINYPS+2 ; move check counter ; WRWPXP EQU OYKMOD ; water-wipe x-pos. WRWPYP EQU WRWPXP+2 ; y-pos. WRWPH0 EQU WRWPYP+2 ; hankei-0 WRWPH1 EQU WRWPH0+2 ; -1 WRWPED EQU WRWPH1+2 ; end point WRWPH2 EQU WRWPED+2 ; hankei-2 ; ; DOPNBT EQU OYKADR+2 ; door open check bit DOPCPT EQU DOPNBT+2 ; character pointer DOPNCT EQU DOPCPT+2 ; counter DOPCNO EQU DOPNCT+2 ; character no. DOPSPT EQU DOPCNO+2 ; position point ; ; GDRBF0 EQU DOPSPT+2 ; ground open door buffer-0 GDRBF1 EQU GDRBF0+2 ; buffer-1 GATMCT EQU GDRBF1+2 ; ground auto move counter GATMFG EQU GATMCT+2 ; flag SCRMVY EQU GATMFG+2 ; y-scroll dot SCRMVX EQU SCRMVY+1 ; x-scroll dor ; ; ; TPCKBF EQU 06A0H ; TRAP check buffer USCKBF EQU TPCKBF+2*8 ; Up-STEP DSCKBF EQU USCKBF ; Dn-STEP UDSCKB0 EQU DSCKBF+2*4 ; UD-STEP (floor change) UDSCKB1 EQU UDSCKB0 ; UD-STEP (same floor) UDSCKB2 EQU UDSCKB0 ; UD-STEP (normal) UDSCKB3 EQU UDSCKB0 ; UD-STEP (water) UDSCKB4 EQU UDSCKB0 ; water-side SETP UDSCKB5 EQU UDSCKB0 ; Tobiori-SETP UDSCKB6 EQU UDSCKB0 ; water-side SETP (kirikae) MDCCKBF EQU UDSCKB6+2*4 ; mode change check DJCCKBF EQU MDCCKBF+2*8 ; danjyon change check TBXADR EQU DJCCKBF+2*8 ; takara-box address UDSCKB8 EQU TBXADR+2*6 ; UD-STEP (floor change) UDSCKB9 EQU UDSCKB8 ; (same floor) UDSCKBA EQU UDSCKB8 ; (normal) UDSCKBB EQU UDSCKB8 ; (water) ;;;;;;; EQU UDSCKBA+2*4 ; ; KGMUKI EQU TPCKBF ; kagerou muki KGLMTD EQU KGMUKI+2 ; limit check data KGPOWR EQU KGLMTD+4 ; G-power data KGXPOS EQU KGPOWR+4 ; x-pos. KGXPBF EQU KGXPOS+2 ; x-pos. buffer KGXPCT EQU KGXPBF+2 ; count KGCALF EQU KGXPCT+2 ; calc. buffer KGOVLF EQU KGCALF+2 ; over-lap flag KGOVLD EQU KGOVLF+2 ; count data KGOVLC EQU KGOVLD+2 ; counter KGOVLP EQU KGOVLC+2 ; point KGCHCT EQU KGOVLP+2 ; Char counter KGCHPT EQU KGCHCT+1 ; pointer ;-------------------------------------------------------------------- PLPTRM EQU 700H ; player position ram ; GCCKY0 EQU 708H ; character check y-pos. flag - 0 GCCKY1 EQU 70AH ; - 1 GCCKX0 EQU 70CH ; x-pos. flag - 0 GCCKX1 EQU 70EH ; - 1 ; GMAPDF EQU 710H ; ground-map display check flag GRMSZ0 EQU 712H ; ground room size flag (00:2x2 , 20:4x4) GRMSZ0B EQU 714H ; BACK GRMSZ1 EQU 716H ; check flag ; ; ; RETFLG EQU 720H ; message used ram RETPIT EQU RETFLG+2 ; DOTPIT EQU RETPIT+2 ; CHRPIT EQU DOTPIT+2 ; ; ;-------------------------------------------------------------------- OAM EQU 0800H ; OAM main OAM2 EQU 0900H ; + 100H OAMSUB EQU 0A00H ; sub OAMSB EQU 0A20H ; work sub OAMSB2 EQU 0A60H ; + 40H ; POAM EQU 0800H ; player OAM POAMSB EQU 0A20H ; " OAM sub ; ; ; CHARBK EQU 0AA0H ; character bank CHIKNO EQU 0AA1H ; chika no. RBGCPT EQU 0AA2H ; reset BG. chracter point ROBJCPT EQU 0AA3H ; OBJ OJBSPT EQU 0AA4H ; Obj. basic pointer CCNGPT EQU 0AA6H ; CG. change check pointer CGSTPT EQU 0AA8H ; CG. set pointer SPOJFG EQU 0AAAH ; spacial OBJ flag ; BOBOJC EQU 0AACH ; BG. obj EYOJC0 EQU 0AADH ; enemy - 0 EYOJC1 EQU 0AAEH ; 1 KABEJC EQU 0AAFH ; kabe CHOBJJC EQU 0AB0H ; change obj CHITEMJC EQU 0AB1H ; item ; BG3BGC EQU 0AB2H ; BG.3 GNDBGC EQU 0AB3H ; ground GNDBGC1 EQU 0AB4H ; sousyoku - 1 GNDBGC2 EQU 0AB5H ; - 2 DANJC EQU 0AB6H ; danjyon basic SPGC EQU 0AB7H ; special KOKBGC EQU 0AB8H ; kouka ; PCGCKF EQU 0ABDH ; player CG. check flag ; SCLSFG EQU 0ABFH ; scroll flag ; ; KCHPT0 EQU 0AC0H ; sword - 0 KCHPT1 EQU KCHPT0+2 ; 1 TCHPT0 EQU KCHPT1+2 ; shild - 0 TCHPT1 EQU TCHPT0+2 ; 1 ICHPT0 EQU TCHPT1+2 ; [B],[Y] - 0 ICHPT1 EQU ICHPT0+2 ; - 1 ; HCBFP0 EQU ICHPT1+2 ; HEAD char. address - 0 HCBFP1 EQU HCBFP0+2 ; 1 BCBFP0 EQU HCBFP1+2 ; BODY char. address - 0 BCBFP1 EQU BCBFP0+2 ; 1 ACBFP0 EQU BCBFP1+2 ; ARME char. address - 0 ACBFP1 EQU ACBFP0+2 ; 1 ; BKCBFP0 EQU ACBFP1+2 ; block char. buffer point-0 BKCBFP1 EQU BKCBFP0+2 ; -1 WTCBFPT EQU BKCBFP1+2 ; water char. buffer point ; EIPONT EQU WTCBFPT+2 ; enemy out item point EICBFP0 EQU EIPONT+2 ; enemy out item char. buffer - 0 EICBFP1 EQU EICBFP0+2 ; 1 EICBFP2 EQU EICBFP1+2 ; 2 EICBFP3 EQU EICBFP2+2 ; 3 ; OPTHPT EQU EICBFP3+2 ; option HEAD pointer OPTBPT EQU OPTHPT+2 ; BODY OPTCHP0 EQU OPTBPT+2 ; HEAD address - 0 OPTCHP1 EQU OPTCHP0+2 ; 1 OPTCBP0 EQU OPTCHP1+2 ; BODY address - 0 OPTCBP1 EQU OPTCBP0+2 ; 1 ; TORICFG EQU OPTCBP1+2 ; tori pointer TRICHP0 EQU TORICFG+2 ; address - 0 TRICHP1 EQU TRICHP0+2 ; - 1 ;-------------------------------------------------------------------- ; ;-------------------------------------------------------------------- VRAMD EQU 1000H ; VRAM_area VRAMD1 EQU 1001H VRAMD2 EQU 1002H ; WBGBUF EQU 1000H ; BG. write buffer ; NRSTAT EQU 1100H ; next room status ODRADR EQU 1110H ; address ; IWAKU1 EQU WBGBUF+0142H ;item no waku 1 no iti IWAKU2 EQU WBGBUF+016AH ; 2 IWAKU3 EQU WBGBUF+0542H ; 3 ;IWAKU4 EQU IWAKU3+0102H ; 4 IWAKU5 EQU WBGBUF+02EAH ; 5 IWAKU6 EQU WBGBUF+046AH ; 6 ;IWAKU7 EQU IWAKU3+0198H ; 7 ;IWAKU8 EQU IWAKU3+019EH ; 8 IWAKU9 EQU WBGBUF+056AH ; 9 ;IWAKUA EQU IWAKU9+0088H ; A ;IWAKUB EQU IWAKU9+008EH ; B ;IWAKUC EQU IWAKU9+0182H ; C ;IWAKUD EQU IWAKU9+018EH ; D ; WITEM01 EQU IWAKU1+0086H ;ITEM 01 no POS. WITEM02 EQU IWAKU1+008CH ;ITEM 02 no POS. WITEM03 EQU IWAKU1+0092H ;ITEM 03 no POS. WITEM04 EQU IWAKU1+0098H ;ITEM 04 no POS. WITEM05 EQU IWAKU1+009EH ;ITEM 05 no POS. WITEM06 EQU IWAKU1+0146H ;ITEM 06 no POS. WITEM07 EQU IWAKU1+014CH ;ITEM 07 no POS. WITEM08 EQU IWAKU1+0152H ;ITEM 08 no POS. WITEM09 EQU IWAKU1+0158H ;ITEM 09 no POS. WITEM10 EQU IWAKU1+015EH ;ITEM 10 no POS. WITEM11 EQU IWAKU1+0206H ;ITEM 11 no POS. WITEM12 EQU IWAKU1+020CH ;ITEM 12 no POS. WITEM13 EQU IWAKU1+0212H ;ITEM 13 no POS. WITEM14 EQU IWAKU1+0218H ;ITEM 14 no POS. WITEM15 EQU IWAKU1+021EH ;ITEM 15 no POS. WITEM16 EQU IWAKU1+02C6H ;ITEM 16 no POS. WITEM17 EQU IWAKU1+02CCH ;ITEM 17 no POS. WITEM18 EQU IWAKU1+02D2H ;ITEM 18 no POS. WITEM19 EQU IWAKU1+02D8H ;ITEM 19 no POS. WITEM20 EQU IWAKU1+02DEH ;ITEM 20 no POS. ; WITEM21 EQU IWAKU3+0186H ;ITEM 21 no POS. WITEM22 EQU IWAKU3+018CH ;ITEM 22 no POS. WITEM23 EQU IWAKU3+0192H ;ITEM 23 no POS. WITEM24 EQU IWAKU3+0198H ;ITEM 24 no POS. WITEM25 EQU IWAKU3+019EH ;ITEM 25 no POS. ; WITEM26 EQU IWAKU9+0082H ;ITEM 26 no POS. WITEM27 EQU IWAKU9+0088H ;ITEM 27 no POS. WITEM28 EQU IWAKU9+008EH ;ITEM 28 no POS. WITEM29 EQU IWAKU9+0182H ;ITEM 29 no POS. WITEM37 EQU IWAKU9+0188H ;ITEM 30 no POS. ; IITEM EQU WBGBUF+0606H ;item 1 no iti MAPSCR EQU WBGBUF+0244H ;map no iti FLORPOS EQU MAPSCR+06AH ;flor no positon no iti FLORPNW EQU MAPSCR+000H ;flor no positon no iti(NOW) FLORLEV EQU MAPSCR+204H ;flor no level no iti ; ;-------------------------------------------------------------------- BGCWBF EQU 1100H ; BG. change write buffer ; ;-------------------------------------------------------------------- MESBUF EQU 1300H ; message buffer MESBUF40 EQU 1328H MESBUF198 EQU 13C6H ;;;;;;; EQU 13FFH ; ; RWBUFF EQU 1600H ; rewrite data buffer (20H x 20H) ; ; ;-------------------------------------------------------------------- ;-------------------------------------------------------------------- DRSTAT EQU 1980H ; door status DORADR EQU DRSTAT+2*(8+8) ; address DORFLG EQU DORADR+2*(8+8) ; flag ; EXTPNT EQU DORFLG+2*(8+8) ; exit-door check pointer EXTADR0 EQU EXTPNT+2 ; exit-door address-0 EXTADR1 EQU EXTADR0+2 ; -1 EXTADR2 EQU EXTADR1+2 ; -2 EXTADR3 EQU EXTADR2+2 ; -3 ; next3 EQU EXTADR3+2 ; ; ;-------------------------------------------------------------------- OPYPSL EQU 1A00H ; " y-pos (L) OPYPSH EQU OPYPSL+14H ; " y-pos (H) OPXPSL EQU OPYPSH+14H ; " x-pos (L) OPXPSH EQU OPXPSL+14H ; " x-pos (H) OPZPSL EQU OPXPSH+14H ; " z-pos (L) OPMUKI EQU OPZPSL+14H ; " muki ;;;;;; EQU OPMUKI+14H ; ; ; MEMXPSL EQU 1AB0H ; map enemy x-pos. -L MEMXPSH EQU 1AC0H ; -H MEMYPSL EQU 1AD0H ; y-pos. -L MEMYPSH EQU 1AE0H ; -H MEMSTT EQU 1AF0H ; status ;-------------------------------------------------------------------- WINDOW EQU 1B00H ; window data buffer ; HDMABF EQU WINDOW ; ; ;;;;;;; EQU 1CC0H ; ; ; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; MESSGE RAM WNKEIS EQU 1CD0H ; vram no adress low (keisan) WNKEISH EQU 1CD1H ; WNADRS EQU 1CD2H ; vram no adrwss low (moto) WNADRSH EQU 1CD3H ; WIND_SYS EQU 1CD4H ; jsrsub (0)w1 (1)w2 (2)s (3)c MJISPD EQU 1CD5H ; jsrsub moji speed syori MJISPDBK EQU 1CD6H ; mjispd BAK WNWORK EQU 1CD7H ; jsrsub slow window INITAL EQU 1CD8H ; jsrsub (0)inital (1)program MOJIX EQU 1CD9H ; moji data o totekuru tokoro l MOJIXH EQU 1CDAH ; MJIDAT EQU 1CDBH ; moji data o vramd you ni kaeu MJIATR EQU 1CDCH ; moji atori bute no hairu toko MESBUFX EQU 1CDDH ; mesbuf,x no x no hairutoko l MESBUFH EQU 1CDEH ; SCRLIN EQU 1CDFH ; scrool line kazu MSGWAIT EQU 1CE0H ; jsrsub time wait L MSGWAITH EQU 1CE1H ; H MSGCHCT EQU 1CE2H ; messeg init char no count L MSGCHCTH EQU 1CE3H ; H MSGCNT EQU 1CE4H ; messeg hanyou cnt l MSGCNTH EQU 1CE5H ; messeg hanyou cnt h ZURCNT EQU 1CE6H ; messeg zure cnt ZURCNTH EQU 1CE7H ; messeg zure cnt MSG_RTS EQU 1CE8H ; messeg rts data MSGIPTM EQU 1CE9H ; inkey wait MSGSCRD EQU 1CEAH ; inkey wait ; ; 161BH -- 161FH msge yobi(zel_msge.asm in cls) MSGENOL EQU 1CF0H ; messeg NO. L. MSGENOH EQU 1CF1H ; messeg NO. H. MSG_SU0 EQU 1CF2H ; messeg SUUGI 0,1 MSG_SU1 EQU 1CF3H ; messeg SUUGI 2,3 MRTS_BK EQU 1CF4H ; MSG_RTS back-up ; ; ; ;%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% ;% Dabjyon enemy save buffer % ;%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% ENMODES EQU 1D00H ENMYNOS EQU 1D10H ENXPSLS EQU 1D20H ENXPSHS EQU 1D30H ENYPSLS EQU 1D40H ENYPSHS EQU 1D50H ENCHPTS EQU 1D60H ENWRK0S EQU 1D70H ENKBMKS EQU 1D80H ENCLORS EQU 1D90H ENFLCLS EQU 1DA0H ENMUKIS EQU 1DB0H ENMOD0S EQU 1DC0H ENKAIFS EQU 1DD0H ENSTATS EQU 1DE0H ENMOD2S EQU 1DF0H ;- - - - - - - - - - - - - - - - - KBANGL EQU 1D10H KBANGH EQU KBANGL+20H KBHANK EQU KBANGH+20H ;%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% POLY_RAM EQU 1F00H ; polygon used ram POLY_RAM_END EQU 1FFFH ; ;==================================================================== ;==================================================================== ;==================================================================== BKUP_RAM EQU 700000H ; back-up RAM BUDJNTBL EQU BKUP_RAM ; [DJNTBL] BUDJSTBL EQU BUDJNTBL+(16*16*2) ; [DJSTBL] BUGNDTBL EQU BUDJSTBL+(16*4*2) ; [GNDTBL] BUGDSTBL EQU BUGNDTBL+(8*8*2) ; [GDSTBL] BUITMTBL EQU BUGDSTBL+(8*4*2) ; [ITMTBL~] BULFITCT EQU BUITMTBL+45-1 ; (LFITCT) BUDKYTBL EQU BUITMTBL+60 ; [DKYTBL] BUNINTBL EQU BUDKYTBL+13 ; [NINTBL] BUMODTBL EQU BUNINTBL+(30*2) ; [MODTBL] BUNAME EQU BUMODTBL+20 ; [NAME] BUCKSUM EQU BUNAME+(6*2) ; [CKSUM] BUDIECONT EQU BUCKSUM+2 ; [DIECONT] ; ; BUCKSUM0 EQU BUCKSUM BUCKSUM1 EQU BUCKSUM0+500H BUCKSUM2 EQU BUCKSUM1+500H BUEND EQU BUDIECONT+40H ; ; ; BKUP_RAM0 EQU BKUP_RAM+0000H ; player-0 back-up BKUP_RAM1 EQU BKUP_RAM0+0500H ; player-1 BKUP_RAM2 EQU BKUP_RAM1+0500H ; player-2 ; BKUP_RAM3 EQU BKUP_RAM2+0500H ; player-0 back-up BKUP_RAM4 EQU BKUP_RAM3+0500H ; player-1 BKUP_RAM5 EQU BKUP_RAM4+0500H ; player-2 ; BKUP_RAMZ EQU BKUP_RAM5+500H ; DTSVPT EQU 701FFEH ; data save check pointer ; ;==================================================================== ;==================================================================== ROOMBF EQU 7E2000H ; room data buffer GDBUF0 EQU ROOMBF ; ground buffer-0 GDBUF1 EQU GDBUF0+1000H ; ground buffer-1 ; ;-------------------------------------------------------------------- BG1RBF EQU ROOMBF+2000H ; BG.-1 room buffer GDBUF2 EQU BG1RBF ; ground buffer-2 GDBUF3 EQU GDBUF2+1000H ; ground buffer-3 ; ;-------------------------------------------------------------------- CHCHBF EQU BG1RBF+2000H ; change character buffer ; CNGCHBF EQU CHCHBF+600H*8 ; change character data buffer KNCHBF EQU CNGCHBF ; sword character data buffer-0 TTCHBF EQU KNCHBF+20H*12*2 ; shild character data buffer-0 IMCHBF EQU TTCHBF+20H*6*2 ; [B],[Y] character data buffer-0 BKCHBF EQU IMCHBF+40H*40H ; block character data buffer-0 WTRCHBF EQU BKCHBF+40H*8 ; water character EICHBF EQU WTRCHBF+20H*20H*3 ; enemy out item character data buffer TYCHBF EQU EICHBF+20H*6 ; tama-yuka character buffer TRICHBF EQU TYCHBF+20H*10H ; tori character buffer ; OPTCHBF EQU TRICHBF+20H*20H ; option charcter ; ITMCHBF EQU OPTCHBF+20H*20H ; mochiage ITEM character buffer ; SWYCHBF EQU ITMCHBF+20H*4 ; swich-yuka character buffer ; swychbf EQU SWYCHBF+20H*2 ; next ; ; MJFTBF EQU 7EBFC0H ; moji font buffer ; ; HLGOTO EQU 7EC000H ; hole goto SPGOTO EQU HLGOTO+1 ; step goto - 0 ;;;;;;; EQU SPGOTO+1 ; - 1 ;;;;;;; EQU SPGOTO+2 ; - 2 ;;;;;;; EQU SPGOYO+3 ; - 2 ; DARKFG EQU SPGOTO+4 ; color DARK check flag BKDARKF EQU DARKFG+1 ; before color DARK check flag ; CCNGCT EQU BKDARKF+1 ; CG. change check counter CCNGFG EQU CCNGCT+2 ; flag (0:fade out , 1:fade in) CCNGED EQU CCNGFG+2 ; end data WTCHCT EQU CCNGED+2 ; water character counter WTCHPT EQU WTCHCT+2 ; water character pointer MZKCNT EQU WTCHPT+2 ; mozaiku counter EICHCT EQU MZKCNT+2 ; enemy out item counter EICHPT EQU EICHCT+2 ; pointer DKRMCG EQU EICHPT+2 ; dark room CG. SHSCCT EQU DKRMCG+2 ; shisai CG. change check counter SHSCFG EQU SHSCCT+2*3 ; flag (0:fade out , 1:fade in) shscfg EQU SHSCFG+2*3 ; GRNORM EQU 7EC100H ; ground no. DPMSRM EQU GRNORM+2 ; ground DPMAIN,DPSUB back-up SCV2RM EQU DPMSRM+2 ; SCCV2 SCH2RM EQU SCV2RM+2 ; SCCH2 PLYPRM EQU SCH2RM+2 ; PLYPS1 PLXPRM EQU PLYPRM+2 ; PLXPS1 MPDNRM EQU PLXPRM+2 ; MPDTNO SRPTRM EQU MPDNRM+2 ; SCRPNT UPCTRM EQU SRPTRM+2 ; PYUPCT LFCTRM EQU UPCTRM+2 ; PXLFCT SCVURM EQU LFCTRM+2 ; SCVU SCKYRM EQU SCVURM+8 ; SCKY00 SCKXRM EQU SCKYRM+4 ; SCKX00 CHBKRM EQU SCKXRM+4 ; CHARBK CHNORM EQU CHBKRM+1 ; CHIKNO RBGPRM EQU CHNORM+1 ; RBGCPT ROJPRM EQU RBGPRM+1 ; ROBJCPT SLFGRM EQU ROJPRM+1 ; SCRLFG USCTRM EQU SLFGRM+2 ; UPSLCT DSCTRM EQU USCTRM+2 ; DWSLCT LSCTRM EQU DSCTRM+2 ; LFSLCT RSCTRM EQU LSCTRM+2 ; RTSLCT ; GRNOBK EQU 7EC140H ; ground no. DPMSBK EQU GRNOBK+2 ; ground DPMAIN,DPSUB back-up SCV2BK EQU DPMSBK+2 ; SCCV2 SCH2BK EQU SCV2BK+2 ; SCCH2 PLYPBK EQU SCH2BK+2 ; PLYPS1 PLXPBK EQU PLYPBK+2 ; PLXPS1 MPDNBK EQU PLXPBK+2 ; MPDTNO SRPTBK EQU MPDNBK+2 ; SCRPNT UPCTBK EQU SRPTBK+2 ; PYUPCT LFCTBK EQU UPCTBK+2 ; PXLFCT SCVUBK EQU LFCTBK+2 ; SCVU SCKYBK EQU SCVUBK+8 ; SCKY00 SCKXBK EQU SCKYBK+4 ; SCKX00 CHBKBK EQU SCKXBK+4 ; CHARBK CHNOBK EQU CHBKBK+1 ; CHIKNO RBGPBK EQU CHNOBK+1 ; RBGCPT ROJPBK EQU RBGPBK+1 ; ROBJCPT SLFGBK EQU ROJPBK+1 ; SCRLFG USCTBK EQU SLFGBK+2 ; UPSLCT DSCTBK EQU USCTBK+2 ; DWSLCT LSCTBK EQU DSCTBK+2 ; LFSLCT RSCTBK EQU LSCTBK+2 ; RTSLCT ; SRPTSB EQU RSCTBK+2 ; scroll SCRPNT XWRTSB EQU SRPTSB+2 ; XWRITE YWRTSB EQU XWRTSB+2 ; YWRITE TAMAFLG EQU SRPTSB ; tama-check flag ; ; HLSCH2 EQU 7EC180H ; hole-check SCCH2 HLSCV2 EQU HLSCH2+2 ; SCCV2 HLYPS1 EQU HLSCV2+2 ; PLYPS1 HLXPS1 EQU HLYPS1+2 ; PLXPS1 HLSCVU EQU HLXPS1+2 ; SCVU HLSCVD EQU HLSCVU+2 ; SCVD HLSCHL EQU HLSCVD+2 ; SCHL HLSCHR EQU HLSCHL+2 ; SCHR HLSY00 EQU HLSCHR+2 ; SCKY00 HLSY10 EQU HLSY00+2 ; SCKY10 HLSX00 EQU HLSY10+2 ; SCKX00 HLSX10 EQU HLSX00+2 ; SCKX10 HLUPCT EQU HLSX10+2 ; PYUPCT HLLFCT EQU HLUPCT+2 ; PXLFCT HLCKXF EQU HLLFCT+2 ; RMCKXF,RMCKyF HLXCPT EQU HLCKXF+2 ; RMXCPT,RMYCPT HLUSLC EQU HLXCPT+2 ; UPSLCT HLLSLC EQU HLUSLC+2 ; LFSLCT HLSRPT EQU HLLSLC+2 ; SCRPNT HLMKCH EQU HLSRPT+2 ; PLMKCH HLPLBG EQU HLMKCH+1 ; PLBGCKF HLCDBG EQU HLPLBG+1 ; CDBGCKF HLPWK6 EQU HLCDBG+1 ; PWORK6 HLFLNO EQU HLPWK6+1 ; FLORNO ; ; BKSCH1 EQU 7EC200H ; BG-1. H-scroll counter_L BKSCH2 EQU BKSCH1+2 ; BG-2. BKSCV1 EQU BKSCH2+2 ; BG-1. V-scroll counter_L BKSCV2 EQU BKSCV1+2 ; BG-2. BKGSUBF EQU BKSCV2+2 ; GSUBFG BKDANC EQU BKGSUBF+2 ; basic BKKOKC EQU BKDANC+1 ; kouka BKSPCC EQU BKKOKC+1 ; special BKCHBK EQU BKSPCC+1 ; CHARBK BKCHNO EQU BKCHBK+1 ; CHIKNO BKROJC EQU BKCHNO+1 ; ROBJCPT BKRBGC EQU BKROJC+1 ; RBGCPT BKDPMN EQU BKRBGC+1 ; DPMAIN BKDPSB EQU BKDPMN+1 ; DPSUB BKMDNO EQU BKDPSB+1 ; MPDTNO BKSCPT EQU BKMDNO+2 ; SCRPNT BKYWRT EQU BKSCPT+2 ; YWRITE BKXWRT EQU BKYWRT+2 ; XWRITE BKSLFG EQU BKXWRT+2 ; SCRLFG BKSLMD EQU BKSLFG+2 ; SCRLMD BKGWTF EQU BKSLMD+2 ; GDWTFG BKYRXD EQU BKGWTF+2 ; YUREXD BKYRYD EQU BKYRXD+2 ; YUREYD BKWD2130 EQU BKYRYD+2 ; WD2130,WD2131 BKSOUND0 EQU BKWD2130+2 ; SOUND0,SOUND1 BKWD420C EQU BKSOUND0+2 ; WD420C ; bkwd420c EQU BKWD420C+1 ; ; ; DOTBUF EQU 7EC230H ; message used ram ; ; CHCHTB EQU 7EC2F8H ; character change table buffer ; ;-------------------------------------------------------------------- CGRAM EQU 7EC300H ; CG. ram CHGRAM EQU CGRAM ; MNWDBF EQU CGRAM ; menu window buffer ; ;-------------------------------------------------------------------- CGWORK EQU CGRAM+200H ; CG. work ; ;-------------------------------------------------------------------- MTRBUF EQU CGWORK+200H ; mater buffer ; ICOIN EQU MTRBUF+050H ; IBOMB EQU MTRBUF+058H ; IYA EQU MTRBUF+05EH ; IKEY EQU MTRBUF+062H ; IMP EQU MTRBUF+046H ; ILIFE EQU MTRBUF+068H ; MWAKU7 EQU MTRBUF+006H ; ; IFLNO EQU MTRBUF+40H*3+19H*2 ; ;-------------------------------------------------------------------- B1CWBF EQU MTRBUF+180H ; BG.1 write buffer CGBUF0 EQU B1CWBF CGBUF1 EQU CGBUF0+20H*6 ; ; EQU B1CWBF+80H ;-------------------------------------------------------------------- POLY_CHR_BUF EQU 7EE800H ; polygon_character used ram POLY_CHR_END EQU 7EEFFFH ; ;-------------------------------------------------------------------- ZEL_DATA EQU 7EF000H ; data used area DJNTBL EQU ZEL_DATA ; [DJNTBL] ; DJSTBL EQU DJNTBL+(16*16*2); [DJSTBL] ; GNDTBL EQU DJSTBL+(16*4*2) ; [GNDTBL] ; GDSTBL EQU GNDTBL+(8*8*2) ; [GDSTBL] ; ITMTBL EQU GDSTBL+(8*4*2) ; [ITMTBL~] ITMTBL0 EQU ITMTBL ; ITEMR01 EQU ITMTBL ; yumi ITEMR02 EQU ITEMR01+1 ; buumeran ITEMR03 EQU ITEMR02+1 ; fuck-shot ITEMR04 EQU ITEMR03+1 ; bomb BMBCNT EQU ITEMR04 ; bomb ITEMR05 EQU ITEMR04+1 ; magic kona , kinoko ITEMR06 EQU ITEMR05+1 ; fire lot ITEMR07 EQU ITEMR06+1 ; ice lot ITEMR08 EQU ITEMR07+1 ; sp-bomber ITEMR09 EQU ITEMR08+1 ; sp-thunder ITEMR10 EQU ITEMR09+1 ; sp-jishin ITEMR11 EQU ITEMR10+1 ; kantera ITEMR12 EQU ITEMR11+1 ; hanmer ITEMR13 EQU ITEMR12+1 ; skope okarina ITEMR14 EQU ITEMR13+1 ; ami ITEMR15 EQU ITEMR14+1 ; jisyo ITEMR16 EQU ITEMR15+1 ; bin-select ITEMR17 EQU ITEMR16+1 ; soromon ITEMR18 EQU ITEMR17+1 ; ITEMR19 EQU ITEMR18+1 ; kakurenimo ITEMR20 EQU ITEMR19+1 ; warp ITEMR21 EQU ITEMR20+1 ; power grove ITEMR22 EQU ITEMR21+1 ; power grove ITEMR23 EQU ITEMR22+1 ; ashi hire ITMTBL4 EQU ITEMR23+1 ; tama ITMTBL5 EQU ITMTBL4+1 ; free ITMTBL6 EQU ITMTBL5+1 ; ken ITMTBL7 EQU ITMTBL6+1 ; tate ITMTBL8 EQU ITMTBL7+1 ; fuku BINCT0 EQU ITMTBL8+1 ; bin-1 BINCT1 EQU BINCT0+1 ; bin-2 BINCT2 EQU BINCT1+1 ; bin-3 BINCT3 EQU BINCT2+1 ; bin-4 CONCNT EQU BINCT3+1 ; coin counter-low CONCNTH EQU CONCNT+1 ; -hi CONPRT EQU CONCNTH+1 ; coin print(l) CONPRT1 EQU CONPRT+1 ; coin print(h) ITMTBLA EQU CONPRT1+1 ; hari KEYCNT EQU ITMTBLA+2 ; KEY TOKUSYU MAPCNT EQU KEYCNT+2 ; MAP TOKUSYU ITEMR43 EQU MAPCNT+2 ; megami coin cnt ITEMR44 EQU ITEMR43+1 ; tokei LFITCT EQU ITEMR44+1 ; LIFE basic mater counter LFNWCT EQU LFITCT+1 ; LIFE now MPNWCT EQU LFNWCT+1 ; MP ITMTBL9 EQU MPNWCT+1 ; key ITEMR49 EQU ITMTBL9+1 ; coin counter-low ITEMR50 EQU ITEMR49+1 ; -hi UPLFCT EQU ITEMR50+1 ; up life counter UPMPCT EQU UPLFCT+1 ; mp ITEMR53 EQU UPMPCT+1 ; nekres UPBMCT EQU ITEMR53+1 ; bomb UPAWCT EQU UPBMCT+1 ; arrow ARWCNT EQU UPAWCT+1 ; arrow ITMTBL1 EQU ARWCNT+1 ; [A] do ITMTBL3 EQU ITMTBL1+2 ; force coin MPLVFG EQU ITMTBL3+1 ; magic level ;MPITCT EQU MPLVFG+1 ; ;;;;;; EQU MPITCT+1 ; ; DKYTBL EQU ITMTBL+60 ; [DKYTBL] ; NINTBL EQU DKYTBL+13 ; [NINTBL] ; MODTBL EQU NINTBL+(30*2) ; [MODTBL] MODTBL0 EQU MODTBL ; demo mode MODTBL1 EQU MODTBL0+1 ; MODTBL2 EQU MODTBL1+1 ; MODTBL3 EQU MODTBL2+1 ; restart pointer MODTBL4 EQU MODTBL3+1 ; GDTRPF EQU MODTBL4+1 ; ground trip flag (0:omote , 40:ura) OPMODE EQU GDTRPF+2 ; player option mode OPJIYP EQU OPMODE+1 ; y-pos. OPJIXP EQU OPJIYP+2 ; x-pos. OPCDFG EQU OPJIXP+2 ; [CDBGCKF] OPBGCKF EQU OPCDFG+1 ; [PYBGCKF] OPKYFG EQU OPBGCKF+1 ; on/off flag ; NAME EQU MODTBL+20 ; [NAME] ; CKSUM EQU NAME+(6*2) ; [CKSUM] ; DIECT00 EQU CKSUM+2 ; DJNNO= 0 : die count DIECT02 EQU DIECT00+2 ; = 2 : DIECT04 EQU DIECT02+2 ; = 4 : DIECT06 EQU DIECT04+2 ; = 6 : DIECT08 EQU DIECT06+2 ; = 8 : DIECT0A EQU DIECT08+2 ; = A : DIECT0C EQU DIECT0A+2 ; = C : DIECT0E EQU DIECT0C+2 ; = E : DIECT10 EQU DIECT0E+2 ; =10 : DIECT12 EQU DIECT10+2 ; =12 : DIECT14 EQU DIECT12+2 ; =14 : DIECT16 EQU DIECT14+2 ; =16 : DIECT18 EQU DIECT16+2 ; =18 : DIECT1A EQU DIECT18+2 ; =1A : DIECONT EQU DIECT1A+2 ; die counter DIETOTAL EQU DIECONT+2 ; total ; dietotal EQU DIETOTAL+2 ; ; ; DJBITRM EQU 7EF580H ; danjyon bit ram (140H*2) ; GDMMBF EQU DJBITRM+140H*2 ; ground memory buffer ; DJINFTBL EQU GDMMBF ; danjyon information memory table ; BLKTBUF EQU GDMMBF+16*(16+4) ; block data table ; LMPTBUF EQU BLKTBUF+4*080H ; lamp data table buffer ; ROBJTBL EQU LMPTBUF+3*080H ; OBJ. character point table ; ROJCTBL EQU ROBJTBL+8*8*2 ; Obj. color point table ; rojctbl EQU ROJCTBL+8*8*2 ; ; ; RDCODE0 EQU 7EFE00H ; danjyon read code data ; ;-------------------------------------------------------------------- ;-------------------------------------------------------------------- RSETCBF EQU 7F0000H ; reset character buffer ; ; MAPBUF EQU RSETCBF ; MAPWAKU1 EQU MAPBUF+076H ;flor no map no waku no iti(1) FLORMAP1 EQU MAPWAKU1+042H ;flor no map no iti MAPWAKU2 EQU MAPSCR+13CH ;flor no map no waku no iti(2) FLORMAP2 EQU MAPWAKU2+042H ;flor no map no iti MAPWAKU3 EQU MAPSCR+14EH ;flor no map no waku no iti(3) FLORMAP3 EQU MAPWAKU3+042H ;flor no map no iti MAPWAKU4 EQU MAPSCR+16AH ;flor no map no waku no iti(4) FLORMAP4 EQU MAPWAKU4+042H ;flor no map no iti MAPWAKU5 EQU MAPBUF+040H ;flor no map no waku no iti(5) FLORMAP5 EQU MAPWAKU5+042H ;flor no map no iti ; ;MAPBUF1 EQU MAPBUF+800H ; ; ;MAPBUF2 EQU MAPBUF1+800H ; ; ; ;;;;;;;;;MOJIBUF EQU MAPBUF2+09*2*7 ; BG.3 message moji buffer MOJIBUF EQU MAPBUF ; BG.3 message moji buffer ; MJIBUF EQU MOJIBUF+120H*10H ; tenkai go no mesege ; MJPCBF EQU 7F1F80H ; moji picture buffer ;-------- kabe bomb ram --------------- KBBMNO EQU MAPBUF ; kabe bomb no KBBMFM EQU KBBMNO+008H ; kabe bomb flem counter KBMODE EQU KBBMFM+008H ; kabe bomb retarn flag KBYPS0 EQU KBMODE+008H ; kabe bomb kihon y-pos KBXPS0 EQU KBYPS0+002H ; kabe bomb kihon x-pos KBMUKI EQU KBXPS0+002H ; kabe bomb muki KBMINX EQU KBMUKI+2 ; kabe bomb oam index KABEYP EQU KBMINX+2 ; kabe bomb y-pos KABEXP EQU KABEYP+010H ; kabe bomb x-pos KABEFM EQU KABEXP+010H ; kabe flem counter ;;;;;; EQU KABEFM*010H ; ; ; ;-------------------------------------------------------------------- GRWRBF EQU RSETCBF+2000H ; ground rewrite buffer READBF EQU GRWRBF ; BG.2 read data buffer READBF1 EQU READBF+1000H ; BG.1 read data buffer ; ; MPCHBF EQU READBF1+1000H ; message picture buffer GDBUF4 EQU MPCHBF GDBUF5 EQU GDBUF4+0400H ; ;-------- spcial sunder ram SNENMD EQU MPCHBF+0800H*3 ; en mode flag SNDHAN EQU SNENMD+8 ; en hankei SEDYPS EQU SNDHAN+2 ; inazuma end y-pos hozon SHNYPS EQU SEDYPS+2 ; inazuma begin y-pos hozon SNCXPS EQU SHNYPS+2 ; en center x-pos SNCYPS EQU SNCXPS+2 ; en center y-pos SNTIME EQU SNCYPS+2 ; en stop timer SNTYPO EQU SNTIME+1 ; y-pos hozon ram SNTXPO EQU SNTYPO+2 ; x-pos hozon ram KIRYPL EQU SNTXPO+2 ; kira kira kihon y-pos (L) KIRYPH EQU KIRYPL+8 ; (H) KIRXPL EQU KIRYPH+8 ; kira kira kihon x-pos (L) KIRXPH EQU KIRXPL+8 ; (H) KIRMOD EQU KIRXPH+8 ; mode KRMYPL EQU KIRMOD+18H ; y-pos (L) KRMYPH EQU KRMYPL+18H ; y-pos (H) KRMXPL EQU KRMYPH+18H ; x-pos (L) KRMXPH EQU KRMXPL+18H ; x-pos (H) KRMTIM EQU KRMXPH+18H ; timer. ;;;;;; EQU KRMTIM+18H ; ;-------- spcial bomb ram SPBMFM EQU SNENMD ; bomb flem counter SPBMMD EQU SPBMFM+10H ; bomb mode flag SPENMD EQU SPBMMD+10H ; bomb en mode flag SPBYPL EQU SPENMD+4 ; bomb y-pos (L) SPBYPH EQU SPBYPL+40H ; (H) SPBXPL EQU SPBYPH+40H ; x-pos (L) SPBXPH EQU SPBXPL+40H ; (H) SPCNYL EQU SPBXPH+40H ; center y-pos (L) SPCNYH EQU SPCNYL+4 ; (H) SPCNXL EQU SPCNYH+4 ; x-pos (L) SPCNXH EQU SPCNXL+4 ; (H) SPMDCG EQU SPCNXH+4 ; mode chenge flag SPBKMD EQU SPMDCG+1 ; bakuha mode flag SPBKFM EQU SPBKMD+10H ; bakuha flem counter SPBKYP EQU SPBKFM+10H ; bakuhatsu y-pos SPBKXP EQU SPBKYP+80H ; bakuhatsu x-pos SPEDFM EQU SPBKXP+80H ; bakuhatsu end flem counter SPEDFG EQU SPEDFM+1 ; bakuhatsu end flag SPHNKI EQU SPEDFG+1 ; bomb hankei flag ;;;;;; EQU SPHNKI+1 ; ;-------- spcial jishin ram SPJIFM EQU SNENMD ; jishin flem counter SPJIMD EQU SPJIFM+5 ; mode SPJILP EQU SPJIMD+5 ; loop counter SPJIYP EQU SPJILP+1 ; ken initial y-pos SPJIXP EQU SPJIYP+2 ; " x-pos SPWORK EQU SPJIXP+2 ; work SPVSR1 EQU SPWORK+0FH ; BG1 (V) scrool hozon SPVSR2 EQU SPVSR1+2 ; BG2 (V) scrool hozon ;;;;;; EQU SPVSR2+2 ; ;-------- kazamirori shometsu ram KZYSPD EQU SNENMD ; hahen y-speed KZXSPD EQU KZYSPD+0CH ; x-speed KZZSPD EQU KZXSPD+0CH ; z-speed KZYPSL EQU KZZSPD+0CH ; y-pos (L) KZYPSH EQU KZYPSL+0CH ; y-pos (H) KZXPSL EQU KZYPSH+0CH ; x-pos (L) KZXPSH EQU KZXPSL+0CH ; x-pos (H) KZZPSL EQU KZXPSH+0CH ; z-pos (L) KZFLEM EQU KZZPSL+0CH ; flem counter KZMODE EQU KZFLEM+0CH ; mode KZINDX EQU KZMODE+0CH ; index flag KZOMID EQU KZINDX+01H ; oam index flag KZCONT EQU KZOMID+01H ; counter KZBUFF EQU KZCONT+0CH ; y-speed buffer KZXBUF EQU KZBUFF+0CH ; x-speed buffer KZZBUF EQU KZXBUF+0CH ; z-speed buffer KZSTAT EQU KZZBUF+0CH ; start flag KZTIM0 EQU KZSTAT+0CH ; sound timer KZTMDS EQU KZTIM0+02H ; sound end flag ;-------- kameiwa bomb ram KMIWYL EQU SNENMD ; y-pos (L) KMIWYH EQU KMIWYL+020H ; y-pos (H) KMIWXL EQU KMIWYH+020H ; x-pos (L) KMIWXH EQU KMIWXL+020H ; x-pos (H) KMIWTM EQU KMIWXH+020H ; timer KMIWCT EQU KMIWTM+020H ; counter ;;;;;; EQU KMIWCT+020H ; ; ; next4 EQU SPHNKI+2 ; ; ;-------------------------------------------------------------------- ;-------------------------------------------------------------------- ;-------------------------------------------------------------------- ;-------------------------------------------------------------------- MJFTADR EQU 7F5B00H ; moji font address buffer GSNDTBL EQU MJFTADR ; ground sound table ; ; EDMGDT EQU MJFTADR+0500H ; "end3" data ; ; ;%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% WNDWBF EQU EDMGDT+1000H ; windown buffer ;%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% ; MGARTBL EQU WNDWBF+1C0H ; ;-------------------------------------------------------------------- ;-------------------------------------------------------------------- ;-------------------------------------------------------------------- ;-------------------------------------------------------------------- CGBKUP EQU ENDTBF-200H ; CGWORK back-up ; ;-------------------------------------------------------------------- ENDTBF EQU 7FE000H-80H ; enemy data buffer ; ; ground : enemy unit data table for 4x4 rooms ; ; danjyon : enemy on off bit for every room ; ; ; ; ENITSW EQU ENDTBF+1000H ; enemy data On off buffer ;;;;~~~~~~~~~ MBXLBF EQU 7FFE00H-80H ; RANEMORA USE !! MBXHBF EQU 7FFE80H-80H MBYLBF EQU 7FFF00H-80H MBYHBF EQU 7FFF80H-80H ;;;;~~~~~~~~~ WAXBFL EQU RMXBUF ; For WAN WAN ! WAYBFL EQU RMXBUF+100H ;;;;~~~~~~~~~ HYXBFL EQU RMXBUF ; For HAYA mushi ! HYXBFH EQU RMXBUF+080H ; 4 of ! HYYBFL EQU RMXBUF+100H HYYBFH EQU RMXBUF+180H ;;;~~~~~~~~~ HBXBFL EQU RMXBUF ; HAYA boss HBXBFH EQU HBXBFL+80H ; HAYA boss HBYBFL EQU HBXBFH+80H HBYBFH EQU HBYBFL+80H ;;;;~~~~~~~~~ KRXBUF EQU 7FFE00H ; keronpa buffer ! KRYBUF EQU 7FFF00H ; RMXBUF EQU 7FFC00H ; RANEMORA USE !! RMYBUF EQU 7FFD00H RMZBUF EQU 7FFE00H RMCBUF EQU 7FFF00H ;- - - - - - - - - - - - E2NO EQU 30 E2HF EQU 30/2 E2MODE EQU 7FF800H ;ENDTBF RMCONT EQU E2MODE+E2NO E2YPSL EQU E2MODE+E2NO E2XPSL EQU E2YPSL+E2NO E2YPSH EQU E2XPSL+E2NO E2XPSH EQU E2YPSH+E2NO E2YSPD EQU E2XPSH+E2NO E2XSPD EQU E2YSPD+E2NO E2YSDR EQU E2XSPD+E2NO E2XSDR EQU E2YSDR+E2NO E2TIM0 EQU E2XSDR+E2NO E2STAT EQU E2TIM0+E2NO E2CONT EQU E2STAT+E2NO E2WRK0 EQU E2CONT+E2NO E2WRK1 EQU E2WRK0+E2NO E2ZSPD EQU E2WRK1+E2NO E2ZSDR EQU E2ZSPD+E2NO E2ZPSL EQU E2ZSDR+E2NO ENFRNO EQU E2ZSDR E2CHPT EQU E2ZPSL+E2NO ENCACT EQU E2CHPT+E2NO ENCAMD EQU ENCACT+ENNO ENICMD EQU ENCAMD+ENNO ENDSFG EQU ENICMD+ENNO ENWRK1S EQU ENDSFG+ENNO ENWRK2S EQU ENWRK1S+ENNO ENWRK3S EQU ENWRK2S+ENNO ENCONTS EQU ENWRK3S+ENNO ENZPSLS EQU ENCONTS+ENNO ENTIM0S EQU ENZPSLS+ENNO ENBG2NO EQU ENTIM0S+ENNO ENFRNOS EQU ENBG2NO+ENNO ENNOCRS EQU ENFRNOS+ENNO ;- - - Ground mordarm use ! - - - - - - - - - - - MDXBFL EQU ENDSFG+ENNO MDXBFH EQU MDXBFL+20H*6 MDYBFL EQU MDXBFH+20H*6 MDYBFH EQU MDYBFL+20H*6 ; MDSHXL EQU MDYBFH+20H*6 GASHXL EQU MDYBFH+20H*6 MDSHXH EQU MDSHXL+6 GASHXH EQU MDSHXL+6 MDSHYL EQU MDSHXH+6 GASHYL EQU MDSHXH+6 MDSHYH EQU MDSHYL+6 GASHYH EQU MDSHYL+6 ;%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% ;-- NL use ---(Name touroku)-- WDS3CT EQU 0B10H WDS3CX EQU WDS3CT WDS3CY EQU WDS3CX+1 WDWTCT EQU WDS3CY+1 WDYFLG EQU WDWTCT+1 WDXFLG EQU WDYFLG+1 WDS3Y2 EQU WDXFLG+1 WDXMKI EQU WDS3Y2+1 ;== enemy flag set use ====== ESNO EQU 008H ESMODE EQU 0B00H ;- Ptara angle - - PTANGL EQU ESMODE+ESNO ;;PTANGL+1 EQU ESMODE+ESNO PTHANK EQU PTANGL+2 PTATTM EQU PTHANK+1 PTSPED EQU PTATTM+1 ;- - Patara use - - PTBFXL EQU 0B10H PTBFXH EQU 0B20H PTBFYL EQU 0B30H PTBFYH EQU 0B40H ;- - - - - - - - - ESXPSL EQU ESMODE+ESNO ;- - - - - - - - - MTFOTY EQU ESXPSL ; Motos boss foots y pos ! MTEYCT EQU MTFOTY+4 ; Motos boss EYES TIMER ! MTTLXD EQU MTEYCT+1 ; Motos boss TAIL X ad MTTLYD EQU MTTLXD+10H ; Motos boss TAIL Y ad MTANGL EQU MTTLYD+10H ; " tail angle MTHANK EQU MTANGL+2 ; " hankei MTANSD EQU MTHANK+1 ; Tail swing speed ! MTANG2 EQU MTANSD+1 ; Tail swing ATACK ANGLE ! MTTLCT EQU MTANG2+2 ; Tail set count. ;- - - - - - - - - KBSHXP EQU ESXPSL ; Kame boss serch point ! KBSHYP EQU ESXPSL+1 KBTLPT EQU KBSHYP+1 ; Tail pt. KBTLMK EQU KBTLPT+1 ; tail muki KBTLCT EQU KBTLMK+1 ; tail speed KBTLTM EQU KBTLCT+1 ; tail timing KBWTTM EQU KBTLTM+1 ; Move wait timing KBTLYD EQU KBWTTM+1 ; tail Ypos add KBBSFG EQU KBTLYD+1 ; 0:Normal 1:Snake move ;- - - - - - - - - ESXPSH EQU ESXPSL+ESNO ESYPSL EQU ESXPSH+ESNO ESYPSH EQU ESYPSL+ESNO ESSTAT EQU ESYPSH+ESNO ESTIM0 EQU ESSTAT+ESNO ESWRK0 EQU ESTIM0+ESNO ESKAIF EQU ESWRK0+ESNO ESSWAD EQU ESKAIF+ESNO ENSTTM EQU ESSWAD+ESNO*2 FLCLOR EQU ENSTTM+ENNO BRMSCT EQU FLCLOR+1 ;barikade mesege count ! MDBMCT EQU BRMSCT+1 ;medusa beam set count ! ENMOD7 EQU MDBMCT+1 PLSTOP EQU ENMOD7+ENNO ; Player move stop !! PLXMVD EQU PLSTOP+1 PLYMVD EQU PLXMVD+2 DJCKBF EQU PLYMVD+2 ;;;;;~~ 8 bytes YAHTCT EQU DJCKBF+8 ; Mato ate hit point ! ENFLCL EQU YAHTCT+1 ; Enemy color flash buffer ! YAAACT EQU ENFLCL+ENNO ; Mato ate ya count ! YAAOFF EQU YAAACT+1 ; Ya not shot flg ! KAGIID EQU YAAOFF+1 ; obj Kagi save data index ! OSETFG EQU KAGIID+1 ; BG katsugi OBJ set flag ! TLRAM EQU OSETFG+1 ; Tl USE RAM ! (NAME REGISTRATION) BXOPEN EQU TLRAM+1 ; Item box open flag (skelton down!) ;- ENEMY -- ENNOCR EQU 0BA0H ; ENCRTM EQU 0BB0H ; ENSWAD EQU 0BC0H ; ~ 20h ; ; ground : on off data adress ; ; danjyon : data set no. ; ; ENMOD4 EQU 0BE0H ;---beam----------------------------------------------------------------- BMNO EQU 10 BMWRK0 EQU 0BF0H BMYPSL EQU BMWRK0+BMNO BMXPSL EQU BMYPSL+BMNO BMYPSH EQU BMXPSL+BMNO BMXPSH EQU BMYPSH+BMNO BMYSPD EQU BMXPSH+BMNO BMXSPD EQU BMYSPD+BMNO BMYSDR EQU BMXSPD+BMNO BMXSDR EQU BMYSDR+BMNO BMMODE EQU BMXSDR+BMNO BMSTAT EQU BMMODE+BMNO BMCONT EQU BMSTAT+BMNO BMTIM0 EQU BMCONT+BMNO BMMUKI EQU BMTIM0+BMNO BMPRIO EQU BMMUKI+BMNO BMOMID EQU BMPRIO+BMNO BMOMNO EQU BMOMID+BMNO ;=======enemy use======= ENNO EQU 16 ENGRNO EQU BMOMNO+BMNO ; enemy ground no. ! ENMOD5 EQU ENGRNO+ENNO ; KAGIFG EQU ENMOD5+ENNO ; Kagi have flag ! ESGRNO EQU KAGIFG+ENNO ENMOD6 EQU ESGRNO+ESNO ENDMPW EQU ENMOD6+ENNO ; Damege ukeru power ! ITHTN0 EQU ENDMPW+ENNO ITHTN1 EQU ITHTN0+1 SWCHFG2 EQU ITHTN1+1 TLRAM2 EQU SWCHFG2+1 ; T.L use ! ITRNDCT EQU 0CF7H ; Item kusa randam set count ! ENHELP3 EQU 0CF8H ; Enemy work ! URANAIF EQU 0CF9H ; Uranai kekka URANAIC EQU 0CFAH ; count HIMICT EQU 0CFBH ; Player enemy atack count ! HIMIFG EQU 0CFCH ; Player damage flag! COSDCT EQU 0CFDH ; coin sound set count EICECKF EQU 0CFEH ; ENICE check flag ! (OAM color set) ;;;; +1 ;------------------------------------- ENYPSL EQU 0D00H ENXPSL EQU 0D10H ENYPSH EQU 0D20H ENXPSH EQU 0D30H ENYSPD EQU 0D40H ENXSPD EQU 0D50H ENYSDR EQU 0D60H ENXSDR EQU 0D70H ENSTAT EQU 0D80H ENWRK0 EQU 0D90H ENWRK1 EQU 0DA0H ENWRK2 EQU 0DB0H ENCHPT EQU 0DC0H ENMODE EQU 0DD0H ENMUKI EQU 0DE0H ENTIM0 EQU 0DF0H ENTIM1 EQU 0E00H ENTIM2 EQU 0E10H ENMYNO EQU 0E20H ENOMID EQU 0E30H ; not use ! HEMODE EQU ENOMID ENMOD0 EQU 0E40H ENMOD1 EQU 0E50H ENLIFE EQU ENMOD1 ENMOD2 EQU 0E60H ENCBFG EQU 0E70H ENCONT EQU 0E80H ENATCT EQU 0E90H ENWRK3 EQU ENATCT ENHNFG EQU 0EA0H ENCMKI EQU 0EB0H ENKBMK EQU ENCMKI ENCTFG EQU 0EC0H ENCTCT EQU 0ED0H ENTUTM EQU 0EE0H ENFLSH EQU 0EF0H ENDSPL EQU 0F00H ENTIM3 EQU 0F10H ENKAIF EQU 0F20H ENHNYS EQU 0F30H ENHNXS EQU 0F40H ENCLOR EQU 0F50H ENMOD3 EQU 0F60H ENZPSL EQU 0F70H ENZSPD EQU 0F80H ENZSDR EQU 0F90H ; ;------------------------------------------------------- ENINDX EQU 0FA0H NRND EQU 0FA1H ;;;;; EQU 0F82H ENRND EQU 0FA3H ;;;; EQU 0F84H UNITNO EQU 0FA5H ;;;; EQU 0F86H ENITFG EQU 0FA7H ;------------------------------------- DMWRK0 EQU ENDSXL ; Danjyon map work ram ! ;;;;; +4 ;------------------------------------- ENDSXL EQU 0FA8H ENDSYL EQU 0FA9H ENKNYP EQU 0FAAH ENKNXP EQU 0FABH FLMODE EQU 0FACH FLXPOS EQU 0FADH FLYPOS EQU 0FAEH FLTIME EQU 0FAFH NOWRMX EQU 0FB0H NOWRMY EQU 0FB1H WCACHOK EQU 0FB2H OAMTYP EQU WCACHOK+1 EN2FLG EQU OAMTYP+1 ENHELP EQU EN2FLG+1 ENHELP2 EQU ENHELP+1 GRESCT EQU ENHELP2+1 GRRMLX EQU GRESCT+1 GRRMLY EQU GRRMLX+2 GRRMXL EQU GRRMLY+2 GRRMXH EQU GRRMXL+1 GRRMYL EQU GRRMXH+1 GRRMYH EQU GRRMYL+1 BUMECR EQU GRRMYH+1 ENSTFG EQU BUMECR+1 PLSVX1 EQU ENSTFG+1 PLSVX0 EQU PLSVX1+1 PLSVY1 EQU PLSVX0+1 PLSVY0 EQU PLSVY1+1 OJBKFG EQU PLSVY0+1 ; Obj bank flag ! ITSTCT EQU PLSVY0+2 PAUSEF EQU ITSTCT+16 ENXP2L EQU PAUSEF+1 ; enemy save xpos ! ENXP2H EQU ENXP2L+1 ENYP2L EQU ENXP2H+1 ENYP2H EQU ENYP2L+1 OTOFLG EQU ENYP2H+1 ; enemy player kizuki flag ! CALFLG EQU OTOFLG+1 ; city heishi call flag ! DOORID EQU CALFLG+1 ; City door position index ! ;---------------------------------- NXINDX EQU 0FE0H ;;;;; + B OMECNT EQU NXINDX+06H*2 ;;;; + B E2STCT EQU OMECNT+06H*2 ; Many obj set counter !! NMFLCT EQU E2STCT CGFLTM EQU E2STCT+1 ; BG flash time ! ESVFLG EQU CGFLTM+1 ; Enemy save c set flag ! PLSTTM EQU ESVFLG+1 ; Player stop time ! BSFLFG EQU PLSTTM+1 ; Boss fail flag ! IWAFLG EQU BSFLFG+1 ; Iwa goro goro flag IWACNT EQU IWAFLG+1 ; Iwa goro goro Cunter URAFLG EQU IWACNT+1 ; 0:OMOTE 1:URA ;-------------------------------------------------------------------- ; ; END ; LIST