Commit 5b6bad6e authored by Ricardo Quesada's avatar Ricardo Quesada

notes: fixed, added more info

parent 4b49bb94
......@@ -7796,4 +7796,5 @@ MASK_1000_0000 .BYTE $80 ;1000_0000
*= $c000
.binary "l0-charset.bin"
*= $c800
.binary "l1-charset.bin"
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; Music routine
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; Not fully analized. Might be very similar to the one analized here:
; Not analized. Might be very similar to the one analized here:
; http://www.1xn.org/text/C64/rob_hubbards_music.txt
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
......
$0800 - $5fff: code??
$6000 - $bfff: levels/maps
$c000 - $c7ff: charset for main screen
$d000 - $dfff: code??
$e000 - $e3e7: main screen (copied from somewhere else?)
$e400 - $ffff: sprites
Once the game is running and all data was copied to correct place the code looks like:
0400 - 05ff: vars
0800 - 4fff: code + some level data
5000 - 5fff: music + sfx code + data
6000 - 7fff: map lvl0
8000 - 9fff: map lvl1
a000 - bfff: map lvl3
c000 - c7ff: charset lvl0
c800 - cfff: charset lvl1
d000 - d7ff: charset main screen
d800 - dfff: charset lvl3
e000 - e3e7: screen ram
e400 - ffff: sprites
41FC: the one that doesn't get converted to ~ in Regenerator
co1.prg: main code, sound, maps, etc.
co2.prg: ($e000-$efff) 2 charsets + code to move it to correct place ($f000)
co2.prg: ($e000-$efff) 2 charsets + code to move it to correct place ($d000)
co3.prg: screen? ($e000-$e3ff) - sprites ($e400-$ffff)
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