; #+0000 GP_00 usually used as a two-byte pointer for indirection ; #+0001 GP_01 ; #+0002 GP_02 often used as a two-byte counter ; #+0003 GP_03 ; #+005C FlipFlag non zero to cause interrupt to flip name tables ; #+0066 SND_PtrA pointer to current music ; #+0067 SND_PtrB pointer to current music ; #+006A SND_Sq1Fine current value of square 1 fine ; #+006B SND_Sq2Fine current value of square 2 fine ; #+006D MusEffBell mussic effect envelope counter ; #+006E MusEffRel music effect count reload ; #+006F MusEffCnt music effect current count ; #+00F5 UNKNOWN_F5 filled with 5A after all sets copied to VRAM ; #+00FE CUR_2001 current contents of PPU 2001 (a write-only register) ; #+00FF CUR_2000 current contents of PPU 2000 (a write-only register) ; #+05F0 TriFine current value of triangle fine ; #+051D UNKNOWN_051D used as a "set pointer" to index multiple data blocks to copy to VRAM ; #+05F5 SND_DrumRep ?? point to start of drum track for repeat ; #+0600 SND_ReqMusic Request song ; #+0601 SND_601 ?? something to do with sound ; #+0602 SND_ReqMusEff Music effect request (long music continues to play) ; #+0603 SND_603 ?? something to do with sound ; #+0604 SND_Request Sound effect request (near-death-beep will not preempt another sound) ; #+0605 SND_CurEffect current playing sound effect ; #+0607 SND_CurMusEff current playing music effect ; #+0608 SND_DMod1 parameter in delta-mod effect ; #+0609 SND_CurSong current playing song ; #+060A SND_SongPC_A offset within current song for voice A ; #+060B SND_SongPC_B offset within current song for voice B ; #+060C SND_SongPC_C offset within current song for voice C ; #+060D SND_SongPC_D offset within current song for voice D ; #+0610 SND_LenReload music event timer reload ; #+0611 SND_Timer music event timer ; #+0618 SND_MusEffDel script pointer for music effect ; Battery-Backed RAM ; #+6001 MARK_A must be 5A for ram to be valid ; #+652A Q_SG1 ?? save-game 1 flag? set to FF if BBR is not valid ; #+652B Q_SG2 ?? save-game 2 flag? set to FF if BBR is not valid ; #+652C Q_SQ3 ?? save-game 3 flag? set to FF if BBR is not valid ; 6530-7FFF cleared on startup if BBR is not valid ; #+7FFF MARK_B must be 5A for ram to be valid ; TOPHER-temp Music descriptor ;00 -> Note delay set (0-4) ;01 -> Pointer to Music ;02 -> ... ;03 -> Offset for C (A begins at 0) ;04 -> Offset for B ;05 -> Offset for D ;06 -> 0619 ;07 -> 05F1