
        ORG     $C800   RAM
REG0    RMB     1       MIRROR SOUND CHIP REGS FINE TUNE -A- 8 BIT
REG1    RMB     1       COARSE TUNE -A- 4 BIT
REG2    RMB     1       FINE TUNE -B- 8 BIT
REG3    RMB     1       COARSE TUNE -B- 4 BIT
REG4    RMB     1       FINE TUNE -C-
REG5    RMB     1       COARSE TUNE -C-
REG6    RMB     1       NOISE PER, 5 BIT
REG7    RMB     1       ENABLE BAR- IN BAR/OUT: IOA,IOB
*                       NOISE BAR: C,B,A TONE BAR: C,B,A
REG8    RMB     1       AMPL -A-, 4 BIT , 5TH BIT OVERRIDE IF=1
REG9    RMB     1       AMPLITUDE -B-  " "
REGA    RMB     1       AMPL -C-
REGB    RMB     1       FINE TUNE ENVELOPE PER, 8 BITS
REGC    RMB     1       COARSE TUNE ENVELOPE PER, 8 BIT
REGD    RMB     1       ENVELOPE TYPE, 4 BIT- CONT,ATT,ALT,HOLD
REGE    RMB     1       PORT A I/O


TRIGGR  RMB     2       BUTTONS INPUT TO PSG- NEW, LAST
HEDGES  RMB     1       POS EDGE, 1 BIT PER BUTTON
KEY0    RMB     1       POS EDGE, 1 BYTE PER BUTTON, POS LOG
KEY1    RMB     1
KEY2    RMB     1
KEY3    RMB     1
KEY4    RMB     1
KEY5    RMB     1
KEY6    RMB     1
KEY7    RMB     1

POTRES  RMB     1       ACCURACY REQ'D FOR POT READ, LESS IS FASTER
*                       $40=1 BIT,$20=2 BITS,$01=7 BITS,$00=8 BITS
POT0    RMB     1       VALUE READ FROM POTS
POT1    RMB     1
POT2    RMB     1
POT3    RMB     1
DPOT0   RMB     1       DELTA FROM LAST TEST
DPOT1   RMB     1
DPOT2   RMB     1
DPOT3   RMB     1

LIST    RMB     1       # OF VECTORS IN PRESENT CHART
ZGO     RMB     1       IF NONZERO, CAUSES 'ZEROIT' CALL AFTER VECTOR ROUTINES
FRAME   RMB     2       INCRS EVERY TIME FRAM20 OR FRAM30 CALLED
TENSTY  RMB     1       WAST INSTENITY WEVEL

DWELL   RMB     1       DOT DWELL TIME, SET IN INITMSC OR AFTER
DASH    RMB     1       PATTERN FOR DASHED VECTORS


SIZRAS  RMB     2       FOR RASTER - CONTROLS SLEW RATE
*                       SIZE,SIZE+1=Y RATE,X RATE
MESAGE  RMB     2       START OF STRING


X0      RMB     1
X1      RMB     1       INTERVAL TIMERS
X2      RMB     1       COUNT DOWN TO 0 PER FRAME IF 'DEKR' CALLED
X3      RMB     1
X4      RMB     1
X5      RMB     1

ABSY    RMB     1       FOR COMPAS ROUTINE
ABSX    RMB     1       "
ANGLE   RMB     1       "
SINE    RMB     2       VALUE,OVERFLOW
COSINE  RMB     2
LEG     RMB     1
LAG     RMB     1

XMSEC   RMB     2       REFRESH VALUE, INITMSC SETS TO MSEC20

MSEC20  EQU     $3075   LO BYTE, HI
MSEC25  EQU     $7C92
MSEC30  EQU     $C8AF

* - - - - - REGS FOR TUNE PLAYING AND SOUND EFFECTS - - - - -

REQ0    RMB     1       ENVELOPE TYPE - FOR REQOUT ROUTINE
REQ1    RMB     1       TUNE ENVELOPE- MSB (INVERTED ORDER OF REG0-D)
REQ2    RMB     1       "    "       LSB
REQ3    RMB     1       LEVEL- C
REQ4    RMB     1       LEVEL- B
REQ5    RMB     1       LEVEL- A
REQ6    RMB     1       ENABLES- TONES / NOISE / I-O
REQ7    RMB     1       TUNE NOISE- 5 BIT
REQ8    RMB     1       TUNE C- MSB
QEQ9    RMB     1       "   "  LSB
REQA    RMB     1       TUNE B- MSB
REQB    RMB     1       "   "  LSB
REQC    RMB     1       TUNE A- MSB
REQD    RMB     1       "  "  LSB

CHCF    EQU     REQ8    CHANNEL C FREQUENCY
CHBF    EQU     REQA
CHAF    EQU     REQC
NOISEF  EQU     REQ7    NOISE FREQ
ENVELF  EQU     REQ1    ENVELOPE FREQ

CHCV    EQU     REQ3    CHANNEL C VOLUME
CHBV    EQU     REQ4
CHAV    EQU     REQ5

SENABL  EQU     REQ6    SOUND ENABLE

DOREMI  RMB     2       BASE TABLE 2OR NOTES USUALLY=NOTES
FADE    RMB     2       FOR TUNE PLAYER USE
VIBE    RMB     2
TUNE    RMB     2
NEWGEN  RMB     1
TSTAT   RMB     1
RESTC   RMB     1
RATEA   RMB     1
VIBA    RMB     1
RATEB   RMB     1       VIBRATO
VIBB    RMB     1
RATEC   RMB     1
VIBC    RMB     1
FADEA   RMB     1
FADEB   RMB     1
FADEC   RMB     1
TONEA   RMB     2       FREQ BEFORE VIBE
TONEB   RMB     2
TONEC   RMB     2

* - - - - - REGS FOR SOUND EFFECTS - - - - -

SATUS   RMB     1       GAME-SOUNDS INTERFACE
LATUS   RMB     1       LAST 'SATUS' VALUE
XATUS   RMB     1       ", EXPLOSION TYPE
GAP     RMB     1       TIMES HOLD IN BACKGROUND SOUND
B1FREQ  RMB     2
B2FREQ  RMB     2
F1FREQ  RMB     2
FEAST   RMB     1       FIRING STATE COUNTER
PEDGE   RMB     1       POSITIVE EDGE OF 'SATUS'
NEDGE   RMB     1       NEGATIVE EDGE OF 'SATUS'
K1FREQ  RMB     2       BACKGROUND FREQ 1
BACON   RMB     1       " SEQUENCER
XACON   RMB     1       EXPLO SEQ
SPEKT   RMB     1       EXPL SPECTR

PLAYRZ  RMB     1       # PLAYERS IN GAME
GAMZ    RMB     1       GAME # OPTION

SEED    RMB     2       POINTER TO 3 BYTE RANDOM #, USUALLY IS RANCID
RANCID  RMB     3


LASRAM  EQU     *


RAMMES  EQU     $CA00

        ORG     $CBEA

STACK   RMB     1
HEIGH   RMB     7       TITLE PAGE HIGH SCORE
INMI    RMB     0
ISWI3   RMB     0
ISWI2   RMB     3
IFIRQ   RMB     3
IIRQ    RMB     3
ISWI    RMB     3
JRES    RMB     2


        ORG     $D000   I/O

BPORT   RMB     1
APORT   RMB     1
BPORTD  RMB     1
APORTD  RMB     1
T1LOLC  RMB     1
T1HOC   RMB     1
T1LOL   RMB     1
T1HOL   RMB     1
T2LOLC  RMB     1
T2HOC   RMB     1
SR      RMB     1
ACR     RMB     1
PPCR    RMB     1
IFR     RMB     1
IER     RMB     1
ORAIRA  RMB     1


DAC     EQU     APORT   FOR HUMAN INTERFACE
PORT    EQU     BPORT   MAIN CONTROL PORT
ZERO    EQU     $CC     CODE TO PCR ZERO INTEGRATORS
UNZERO  EQU     $CE     CORE FOR RELEASE HOLD ZERO
SCAL1X  EQU     $7F     TIMING PARAMETERS FOR VECTOR WRITE
SCAL2X  EQU     $FF
CARTS   EQU     $0      ADDRESS OF EXTERNAL ROM PACK
ROMS    EQU     $F000   ADDRESS OF ON-BOARD ROM
INHOUS  EQU     $E000
