Various comments about the code and file listings are scattered throughout the game. These can be found at the hex addresses below in an unheadered ROM.
3A45A:
Text
Translation
NLIST
include maxmacro.inc
include maxlib.inc
include stratego.inc
include c62.inc
include 7up.inc
include banks.inc
include reset.inc
LIST
ifdef DEBUG
ALLPUB
MSG 'ST_MENU の全てのラベルをパブリックにします'
endif
defseg rseg
seg rseg
*** LZSS圧縮されたデータをメモリに展開する
; 圧縮されたデータのヘッダー(2 words)
; +0 圧縮データサイズ(ヘッダー自身も含む)(1 word)
; +2 展開データサイズ(1 word)
; +4 圧縮データ...
;;
void unpack( void * packed, void * expand );
; Input:
; zp0,1 ... 圧縮データのポインタ
; X:A ... 展開先のポインタ
; Output
NLIST
include maxmacro.inc
include maxlib.inc
include stratego.inc
include c62.inc
include 7up.inc
include banks.inc
include reset.inc
LIST
ifdef DEBUG
ALLPUB
MSG 'all labels of ST_MENU sets public'
endif
defseg rseg
seg rseg
*** Expand LZSS compressed data to memory
; Header of compressed data(2 words)
; +0 Compressed data size(with header)(1 word)
; +2 Expand data size(1 word)
; +4 Compressed data...
;;
void unpack( void * packed, void * expand );
; Input:
; zp0,1 ... Pointer of compressed data
; X:A ... Pointer of expand destination
; Output
3B20B:
Text
Translation
Black
jsr setBG_layoutBAT ;そのまま次の setMap を実行する
;} end of displayGame
;{
;*** boardNumber で指定されたマップをセットする
;;void setMap( void )
; Input:
; 無し
; Output:
; 無し
; Broken:
; A, X, Y, zp0 11
setMap::
Black
jsr setBG_layoutBAT ; Execute the next setMap as it is.
;} end of displayGame
;{
;*** Set map to boardNumber
;;void setMap( void )
; Input:
; Nothing
; Output:
; Nothing
; Broken:
; A, X, Y, zp0 11
setMap::
3D4D7:
Text
Translation
known pieces */
;; long estRankMoved;
/* estimated rank of unknown, mobile piece */
;; long estRankUnmoved;
/* estimated rank of unknown, unmoved piece */
;;} ArmyRec, *ArmyPtr;
;;メンバ estRankMoved, estRankUnmoved は使用されていないようなのでPC-ENGINE版では省く
off_army_playerKind equ 0 ;(1 byte) human or computer
off_army_team equ 1 ;(1 byte) red or blue army
off_army_pieces equ 2 ;(size_pl bytes) the pieces that make up this army
off_army_stats equ (2 + size_pl) ;record of the army's stats
off_army_alivePieces equ
known pieces */
;; long estRankMoved;
/* estimated rank of unknown, mobile piece */
;; long estRankUnmoved;
/* estimated rank of unknown, unmoved piece */
;;} ArmyRec, *ArmyPtr;
;;Members estRankMoved, estRankUnmoved are unused, so Omit it in TurboGrafx-16 version
off_army_playerKind equ 0 ;(1 byte) human or computer
off_army_team equ 1 ;(1 byte) red or blue army
off_army_pieces equ 2 ;(size_pl bytes) the pieces that make up this army
off_army_stats equ (2 + size_pl) ;record of the army's stats
off_army_alivePieces equ