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Uncompiled Source#
The end of the ROM is filled with uncompiled source code.
00000000 =FFFF09A7 joy2Drelease
rs.b
00000000 =FFFF09A8 joy2Lrelease
rs.b
00000000 =FFFF09A9 joy2Rrelease
rs.b
00000000 =FFFF09AA joy2Brelease
rs.b
00000000 =FFFF09AB joy2Crelease
rs.b
00000000 =FFFF09AC joy2Arelease
rs.b
00000000 =FFFF09AD joy2Srelease
rs.b
00000000
00000000 *********************************
00000000 * SEAN'S SPRITE ATTRIBUTE TABLE *
00000000 *********************************
00000000
00000000 =FFFF09AE spratttab
rs.b
512
;8 bytes per sprite
00000000
00000000 **********
00000000 * STATUS *
00000000 **********
00000000
00000000 =FFFF0BAE energy
rs.w
;0 - 100
00000000
00000000 =FFFF080E lives
equ
NoOfLives ;SEE FVARS.68K (.w)
00000000
00000000 =FFFF0BB0 NE_timeperiod
rs.w
00000000 =FFFF0BB2 NE_time
rs.w
00000000
00000000 =FFFF0BB2 CLOCK
equ
NE_time
00000000
00000000 =FFFF080C level
equ
Level_Number ;SEE FVARS.68K (.w)
00000000
00000000 =FFFF0BB4 crossbowammo
rs.w
00000000 =FFFF0BB6 molotovammo
rs.w
00000000 =FFFF0BB8 rugerammo
rs.w
00000000
00000000 =FFFF0BBA continues
rs.w
00000000 =FFFF0BBC continueperiod
rs.w
00000000 =FFFF0BBE continuetime
rs.w
00000000
00000000 =FFFF0BC0 pausewait
rs.w
00000000
00000000 ************
00000000 * AI STUFF *
00000000 ************
00000000
00000000 =FFFF0BC2 explosionflag
rs.w
00000000
00000000 =FFFF0BC4 robbinsstatus
rs.w
00000000
00000000 =FFFF0BC6 Rweaponenergy
rs.w
1 ;current energy value of Robbins weapon to take from enemy energy
00000000
00000000
00000000 =FFFF0BC8 disable_cjump
rs.b
00000000
rs.b
1 ;padding
00000000
00000000 * SIMON's stuff
00000000
include
c:\genesis\noescape\levels\l04\bgcol.tab
00000000
00000000
00000000 =0000004F BGCol_ResetL
EQU $4F
;Reset Cords to Left Edge of block
00000000 =0000004C BGCol_StopL
EQU $4C
00000000
00000000 =0000008F BGCol_ResetR
EQU $8F
00000000 =0000008C BGCol_StopR
EQU $8C
00000000
00000000 =00000060 BGCol_Baddie_TR
EQU $60
Baddie Turn Rgt
00000000 =00000070 BGCol_Baddie_TL
EQU $70
Baddie Turn Lft
00000000 =00000061 BGCol_Baddie_1
EQU $61
Baddie AI (Specific)
00000000 =00000062 BGCol_Baddie_2
EQU $62
00000000 =00000063 BGCol_Cjump_Disable
EQU $63
Disable Crouch Jump
00000000 =00000063 BGCol_Cjump_Disable
EQU $63
Disable Crouch Jump
00000000
EVEN
00000000
00000000 =00000002 word
equ
00000000
00000000 ;hotel_switch2
rs.w
00000000 ;explosion_occured
rs.w
00000000
00000000
00000000 ***************
00000000 * FADE IN/OUT *
00000000 ***************
00000000
00000000 =FFFF0BCA fadeduration
rs.w
;number of frames between colour change
00000000 =FFFF0BCC valuedivisions
rs.w
;stores base fractions for rgb values 0-f
00000000
00000000 ******************
00000000 * PALETTE BUFFER *
00000000 ******************
00000000
00000000 =FFFF0BEC paletteflag
rs.w
;0=no need to DMA palette
00000000 =FFFF0BEE palettebuffer
rs.w
00000000
00000000 ****************
00000000 * WARDEN STUFF *
00000000 ****************
00000000
00000000
EVEN
00000000
00000000 =FFFF0C6E Wthumbdelay
rs.b
00000000 =FFFF0C6F Wmode
rs.b
;0=village, 1=tunnel, 2=hotel, 3=tree, 4=techno, 5=main map
00000000
00000000 =FFFF0C70 Woldlevel
rs.b
00000000 =FFFF0C71 Wnewlevel
rs.b
;0=village, 1=tunnel, 2=hotel, 3=tree, 4=techno
00000000
00000000 =FFFF0C72 Wminipicon
rs.b
;0=no minipic on display, -1=yes
00000000 =FFFF0C73 Wsquareson
rs.b
;0=little main map squares not on, -1=on
00000000
00000000 =FFFF0C74 Wvillage
rs.b
;0=father, 1=hawkins, 2=dysart, 3=killian, 4=stephano, 5=king, 6=robbins
00000000 =FFFF0C75 Wtunnel
rs.b
;0=tunnel, 1=hotel exit, 2=tree exit, 3=techno exit, 4=boatescape
00000000 =FFFF0C76 Whotel
rs.b
;0=section 1, 1=sec 2, 2=sec 3
00000000 =FFFF0C77 Wtree
rs.b
;0=section 1, 1=sec 2, 2=sec 3
00000000 =FFFF0C78 Wtechno
rs.b
;0=section 1, 1=sec 2, 2=sec 3
00000000
rs.b
;padding
00000000
00000000 =FFFF0C7A Wpulseper
rs.b
00000000 =FFFF0C7B Wpulsecntr
rs.b
00000000
00000000 =FFFF0C7C Wonceonly
rs.b
00000000
rs.b
00000000
00000000 =FFFF0C7E levels_completed
rs.l
00000000 =FFFF0C82 Wlevelaccess
rs.l
00000000
00000000 =FFFF0C86 Wspriteson
rs.w
00000000
00000000 ********************************
00000000 * FRANKENSTEIN INVENTORY STUFF *
00000000 ********************************
00000000
00000000
EVEN
00000000
00000000 =FFFF0C88 FIsync
rs.l
;address of routine to use as V blanking sync
00000000 =FFFF0C8C FIrts
rs.l
;return address to use when exiting inventory
00000000
00000000 ;FIoldcursorrow
rs.b
;0 = top row, 1 = bottom row
00000000 ;FIoldcursor
rs.b
;0 - 4 = previous cursor box number
00000000 ;FInewcursorrow
rs.b
;0 = top row, 1 = bottom row
00000000 ;FInewcursor
rs.b
;0 - 4 = current cursor box number
00000000
00000000 ;FIaccept
rs.b
;0=accept result message not printed, -1=message printed
00000000 ;FIacceptcntr
rs.b
;duration of printed text
00000000 ;FIflashflag
rs.w
;0=print description, -1=print accept
00000000
00000000 ;FIpulseper
rs.b
;frame rate of cursor colour pulse
00000000 ;FIpulsecntr
rs.b
;colour lookup table counter
00000000
00000000 ;FIarrowcntr
rs.b
;number of plus signs to draw (0-3)
00000000 ;FIchainend
rs.b
;pos in select table of end of chain (0-3)
00000000
00000000 ;Ipocket
rs.b
;holds object numbers which are in player's pocket
00000000
00000000 ;FIselect
rs.b
;holds object numbers which are in selection boxes
00000000
00000000 ;FIresult
rs.b
;holds object number of result
00000000 ;FIthumbdelay
rs.b
;delay before thumbpad repeat accepted
00000000
00000000 ;Iuse
rs.w
;holds object number of usuable object
00000000
00000000 ;Ipickup
rs.w
;ALAN puts required object number to pickup in here
00000000
00000000 ;Ipickupstatus
rs.w
;SEAN puts 0 for successful pickup, -1 for unsuccessful pickup
00000000
00000000 ;FIused
rs.b
;object numbers that have been used in successful combinations (level resolution)
00000000
00000000 ;FIbook
rs.b
;used for arrow override
00000000 ;
rs.b
;padding to keep it EVEN
00000000
00000000 *******
00000000 * HUT *
00000000 *******
00000000
EVEN
00000000
00000000 =FFFF0C90 Hthumbdelay
rs.b
00000000 =FFFF0C91 Hpocketpntr
rs.b
00000000
00000000 =FFFF0C92 Hhutpntr
rs.b
00000000 =FFFF0C93 Hpntr
rs.b
00000000
00000000 =FFFF0C94 Holdcursorrow
rs.b
;0 = top row, 1 = bottom row
00000000 =FFFF0C95 Holdcursor
rs.b
;0 - 4 = previous cursor box number
00000000 =FFFF0C96 Hnewcursorrow
rs.b
;0 = top row, 1 = bottom row
00000000 =FFFF0C97 Hnewcursor
rs.b
;0 - 4 = current cursor box number
00000000
00000000 =FFFF0C98 Hwhichmenu
rs.b
;0=top menu, -1=bottom
00000000 =FFFF0C99 Hsize
rs.b
;either player or hut pocket size
00000000
00000000 SOL EXE
NOTEPAD EXE
SOUNDRECEXE
REGEDIT EXE
PRINTMANEXE
CLIPBRD EXE
PBRUSH EXE
TERMINALEXE
PIFEDIT EXE
CONTROL EXE
EXPAND EXE
PROGMAN EXE
SMARTDRVEXE
EMM386 EXE
WINHELP EXE
FIDA EXE