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39 | 39 | \
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40 | 40 | \ ******************************************************************************
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41 | 41 |
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| 42 | + CODE% = &0B00 \ The address of the main game code |
| 43 | + |
| 44 | + LOAD% = &1200 \ The load address of the main code binary |
| 45 | + |
42 | 46 | IRQ1V = &0204 \ The IRQ1V vector that we intercept to implement the
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43 | 47 | \ screen mode
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44 | 48 |
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| 49 | + dashData = &3000 \ The address of the first code block that gets swapped |
| 50 | + \ in and out of screen memory, along with parts of the |
| 51 | + \ dashboard image |
| 52 | + |
| 53 | + LOAD_END% = &7000 \ The address of the end of the main code binary |
| 54 | + |
| 55 | + trackLoad = &70DB \ The load address of the track data file |
| 56 | + |
| 57 | + trackChecksum = &7800 \ The address of the checksums in the track data file |
| 58 | + \ after it is loaded but before it is moved in memory |
| 59 | + |
45 | 60 | VIA = &FE00 \ Memory-mapped space for accessing internal hardware,
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46 | 61 | \ such as the video ULA, 6845 CRTC and 6522 VIAs (also
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47 | 62 | \ known as SHEILA)
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54 | 69 |
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55 | 70 | OSWORD = &FFF1 \ The address for the OSWORD routine
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56 | 71 |
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57 |
| - CODE% = &0B00 \ The address of the main game code |
58 |
| - |
59 |
| - LOAD% = &1200 \ The load address of the main code binary |
60 |
| - |
61 |
| - LOAD_END% = &7000 \ The address of the end of the main code binary |
62 |
| - |
63 |
| - dashData = &3000 \ The address of the first code block that gets swapped |
64 |
| - \ in and out of screen memory, along with parts of the |
65 |
| - \ dashboard image |
66 |
| - |
67 |
| - trackLoad = &70DB \ The load address of the track data file |
68 |
| - |
69 |
| - trackChecksum = &7800 \ The address of the checksums in the track data file |
70 |
| - \ after it is loaded but before it is moved in memory |
71 |
| - |
72 | 72 | \ The following configuration variables represent screen
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73 | 73 | \ addresses for the custom screen
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74 | 74 |
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